<?xml version="1.0"?>
<doc>
    <assembly>
        <name>SharpDX.Direct3D10</name>
    </assembly>
    <members>
        <member name="T:SharpDX.Direct3D10.AssemblyDoc">
            <summary>
            The <see cref="A:SharpDX.Direct3D10"/> assembly provides managed Direct3D10 API.
            </summary>
            <msdn-id>bb205066</msdn-id>
            <unmanaged>Direct3D10</unmanaged>	
            <unmanaged-short>Direct3D10</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.Asynchronous">
            <summary>	
            <p>Get data from the GPU asynchronously.</p>	
            </summary>	
            <remarks>	
            <p><strong>GetData</strong> retrieves the data collected between calls to <strong><see cref="M:SharpDX.Direct3D10.Asynchronous.Begin"/></strong> and <strong><see cref="M:SharpDX.Direct3D10.Asynchronous.End"/></strong>.  Certain queries only require a call to <strong><see cref="M:SharpDX.Direct3D10.Asynchronous.End"/></strong> in which case the data returned by <strong>GetData</strong> is accurate up to the last call to <strong><see cref="M:SharpDX.Direct3D10.Asynchronous.End"/></strong> (See <strong><see cref="T:SharpDX.Direct3D10.Query"/> Interface</strong>).</p><p>If <em>DataSize</em> is 0, <strong>GetData</strong> is only used to check status where a return value of <see cref="F:SharpDX.Result.Ok"/> indicates that data is available to give to an application, and a return value of S_FALSE indicates data is not yet available.</p><p>It is invalid to invoke this function on a predicate created with the flag D3D10_QUERY_MISCFLAG_PREDICATEHINT.</p><p>If the asynchronous interface that calls this function is <strong><see cref="T:SharpDX.Direct3D10.Query"/> Interface</strong>, then the following table applies.</p><table> <tr><th>Query Type</th><th>Output Data Type</th><th>Supports Begin Method</th></tr> <tr><td><see cref="F:SharpDX.Direct3D10.QueryType.Event"/></td><td><see cref="T:SharpDX.Bool"/></td><td>NO</td></tr> <tr><td><see cref="F:SharpDX.Direct3D10.QueryType.Occlusion"/></td><td>UINT64</td><td>YES</td></tr> <tr><td><see cref="F:SharpDX.Direct3D10.QueryType.Timestamp"/></td><td>UINT64</td><td>NO</td></tr> <tr><td><see cref="F:SharpDX.Direct3D10.QueryType.TimestampDisjoint"/></td><td><see cref="T:SharpDX.Direct3D10.QueryDataTimestampDisjoint"/></td><td>YES</td></tr> <tr><td><see cref="F:SharpDX.Direct3D10.QueryType.PipelineStatistics"/></td><td><see cref="T:SharpDX.Direct3D10.QueryDataPipelineStatistics"/></td><td>YES</td></tr> <tr><td><see cref="F:SharpDX.Direct3D10.QueryType.OcclusionPredicate"/></td><td><see cref="T:SharpDX.Bool"/></td><td>YES</td></tr> <tr><td><see cref="F:SharpDX.Direct3D10.QueryType.StreamOutputStatistics"/></td><td><see cref="T:SharpDX.Direct3D10.StreamOutputStatistics"/></td><td>YES</td></tr> <tr><td><see cref="F:SharpDX.Direct3D10.QueryType.StreamOutputOverflowPredicate"/></td><td><see cref="T:SharpDX.Bool"/></td><td>YES</td></tr> </table><p>?</p><p>If the asynchronous interface that calls this API is <strong><see cref="T:SharpDX.Direct3D10.Counter"/> Interface</strong>, then the following applies.</p><table> <tr><th>Counter Type</th><th>Output Data Type</th><th>Units</th></tr> <tr><td><see cref="F:SharpDX.Direct3D10.CounterKind.GpuIdle"/></td><td>FLOAT32</td><td>fraction of time</td></tr> <tr><td><see cref="F:SharpDX.Direct3D10.CounterKind.VertexProcessing"/></td><td>FLOAT32</td><td>fraction of time</td></tr> <tr><td><see cref="F:SharpDX.Direct3D10.CounterKind.GeometryProcessing"/></td><td>FLOAT32</td><td>fraction of time</td></tr> <tr><td><see cref="F:SharpDX.Direct3D10.CounterKind.PixelProcessing"/></td><td>FLOAT32</td><td>fraction of time</td></tr> <tr><td><see cref="F:SharpDX.Direct3D10.CounterKind.OtherGpuProcessing"/></td><td>FLOAT32</td><td>fraction of time</td></tr> <tr><td><see cref="F:SharpDX.Direct3D10.CounterKind.HostAdapterBandwidthUtilization"/></td><td>FLOAT32</td><td>fraction of theoretical maximum</td></tr> <tr><td><see cref="F:SharpDX.Direct3D10.CounterKind.LocalVidmemBandwidthUtilization"/></td><td>FLOAT32</td><td>fraction of theoretical maximum</td></tr> <tr><td><see cref="F:SharpDX.Direct3D10.CounterKind.VertexThroughputUtilization"/></td><td>FLOAT32</td><td>fraction of theoretical maximum</td></tr> <tr><td><see cref="F:SharpDX.Direct3D10.CounterKind.TriangleSetupThroughputUtilization"/></td><td>FLOAT32</td><td>fraction of theoretical maximum</td></tr> <tr><td><see cref="F:SharpDX.Direct3D10.CounterKind.FillrateThroughputUtilization"/></td><td>FLOAT32</td><td>fraction of theoretical maximum</td></tr> <tr><td><see cref="F:SharpDX.Direct3D10.CounterKind.VsMemoryLimited"/></td><td>FLOAT32</td><td>fraction of time</td></tr> <tr><td><see cref="F:SharpDX.Direct3D10.CounterKind.VsComputationLimited"/></td><td>FLOAT32</td><td>fraction of time</td></tr> <tr><td><see cref="F:SharpDX.Direct3D10.CounterKind.GsMemoryLimited"/></td><td>FLOAT32</td><td>fraction of time</td></tr> <tr><td><see cref="F:SharpDX.Direct3D10.CounterKind.GsComputationLimited"/></td><td>FLOAT32</td><td>fraction of time</td></tr> <tr><td><see cref="F:SharpDX.Direct3D10.CounterKind.PsMemoryLimited"/></td><td>FLOAT32</td><td>fraction of time</td></tr> <tr><td><see cref="F:SharpDX.Direct3D10.CounterKind.PsComputationLimited"/></td><td>FLOAT32</td><td>fraction of time</td></tr> <tr><td><see cref="F:SharpDX.Direct3D10.CounterKind.PostTransformCacheHitRate"/></td><td>FLOAT32</td><td>fraction</td></tr> <tr><td><see cref="F:SharpDX.Direct3D10.CounterKind.TextureCacheHitRate"/></td><td>FLOAT32</td><td>fraction</td></tr> </table><p>?</p><p>The value returned by a <see cref="F:SharpDX.Direct3D10.CounterKind.GpuIdle"/>, <see cref="F:SharpDX.Direct3D10.CounterKind.VertexProcessing"/>, <see cref="F:SharpDX.Direct3D10.CounterKind.GeometryProcessing"/>, <see cref="F:SharpDX.Direct3D10.CounterKind.PixelProcessing"/>, or <see cref="F:SharpDX.Direct3D10.CounterKind.OtherGpuProcessing"/> counter may be different depending on the number of parallel counters that exist on a video card, and those values can be interpreted with the following equation:</p><p></p><p>The number of parallel counters that a video card has is available from <strong>NumDetectableParallelUnits</strong> in <strong><see cref="T:SharpDX.Direct3D10.CounterCapabilities"/></strong>, and it can be retrieved by calling <strong><see cref="M:SharpDX.Direct3D10.Device.GetCounterCapabilities"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Asynchronous']/*"/>	
            <msdn-id>Bb173503</msdn-id>	
            <unmanaged>ID3D10Asynchronous</unmanaged>	
            <unmanaged-short>ID3D10Asynchronous</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.DeviceChild">
            <summary>	
            <p>A device-child interface accesses data used by a device.</p>	
            </summary>	
            <remarks>	
            <p>There are several types of device child interfaces, all of which inherit this interface. They include shaders, state objects, and input layouts.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10DeviceChild']/*"/>	
            <msdn-id>bb173529</msdn-id>	
            <unmanaged>ID3D10DeviceChild</unmanaged>	
            <unmanaged-short>ID3D10DeviceChild</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.DeviceChild.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.DeviceChild"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D10.DeviceChild.op_Explicit(System.IntPtr)~SharpDX.Direct3D10.DeviceChild">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D10.DeviceChild"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D10.DeviceChild.GetDevice(SharpDX.Direct3D10.Device@)">
            <summary>	
            <p>Get a reference to the device that created this interface.</p>	
            </summary>	
            <param name="deviceOut"><dd>  <p>Address of a reference to a device (see <strong><see cref="T:SharpDX.Direct3D10.Device"/> Interface</strong>).</p> </dd></param>	
            <remarks>	
            <p>Any returned interfaces will have their reference count incremented by one, so be sure to call ::release() on the returned reference(s) before they are freed or else you will have a memory leak.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10DeviceChild::GetDevice']/*"/>	
            <msdn-id>bb173530</msdn-id>	
            <unmanaged>void ID3D10DeviceChild::GetDevice([Out] ID3D10Device** ppDevice)</unmanaged>	
            <unmanaged-short>ID3D10DeviceChild::GetDevice</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.DeviceChild.GetPrivateData(System.Guid,System.Int32@,System.IntPtr)">
            <summary>	
            <p>Get data from a device that is associated with a guid.</p>	
            </summary>	
            <param name="guid"><dd>  <p>Guid associated with the data.</p> </dd></param>	
            <param name="dataSizeRef"><dd>  <p>Size of the data.</p> </dd></param>	
            <param name="dataRef"><dd>  <p>Pointer to the data stored with the device. If pData is <strong><c>null</c></strong>, DataSize must also be 0, and any data previously associated with the guid will be destroyed.</p> </dd></param>	
            <returns><p>This method returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>The data stored in the device is set with <strong><see cref="M:SharpDX.Direct3D10.DeviceChild.SetPrivateData(System.Guid,System.Int32,System.IntPtr)"/></strong>.</p><p>The data retrieved and the guid will typically be application-defined.</p><p>This method can be used to get the device type by specifying GUID_DeviceType as the guid. In this case pData will point to a driver-type-enumeration value (see <strong><see cref="T:SharpDX.Direct3D10.DriverType"/></strong>).</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10DeviceChild::GetPrivateData']/*"/>	
            <msdn-id>bb173574</msdn-id>	
            <unmanaged>HRESULT ID3D10DeviceChild::GetPrivateData([In] const GUID&amp; guid,[InOut] unsigned int* pDataSize,[Out, Buffer, Optional] void* pData)</unmanaged>	
            <unmanaged-short>ID3D10DeviceChild::GetPrivateData</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.DeviceChild.SetPrivateData(System.Guid,System.Int32,System.IntPtr)">
            <summary>	
            <p>Set application-defined data to a device child and associate that data with an application-defined guid.</p>	
            </summary>	
            <param name="guid"><dd>  <p>Guid associated with the data.</p> </dd></param>	
            <param name="dataSize"><dd>  <p>Size of the data.</p> </dd></param>	
            <param name="dataRef"><dd>  <p>Pointer to the data to be stored with this device child. If pData is <strong><c>null</c></strong>, DataSize must also be 0, and any data previously associated with the specified guid will be destroyed.</p> </dd></param>	
            <returns><p>This method returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>The data stored in the device child with this method can be retrieved with <strong><see cref="M:SharpDX.Direct3D10.DeviceChild.GetPrivateData(System.Guid,System.Int32@,System.IntPtr)"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10DeviceChild::SetPrivateData']/*"/>	
            <msdn-id>bb173532</msdn-id>	
            <unmanaged>HRESULT ID3D10DeviceChild::SetPrivateData([In] const GUID&amp; guid,[In] unsigned int DataSize,[In, Buffer, Optional] const void* pData)</unmanaged>	
            <unmanaged-short>ID3D10DeviceChild::SetPrivateData</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.DeviceChild.SetPrivateDataInterface(System.Guid,SharpDX.ComObject)">
            <summary>	
            <p>Associate an <see cref="T:SharpDX.ComObject"/>-derived interface with this device child and associate that interface with an application-defined guid.</p>	
            </summary>	
            <param name="guid">No documentation.</param>	
            <param name="dataRef">No documentation.</param>	
            <returns><p>This method returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>When this method is called ::addref() will be called on the <see cref="T:SharpDX.ComObject"/>-derived interface, and when the device child is detroyed ::release() will be called on the <see cref="T:SharpDX.ComObject"/>-derived interface.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10DeviceChild::SetPrivateDataInterface']/*"/>	
            <msdn-id>bb173533</msdn-id>	
            <unmanaged>HRESULT ID3D10DeviceChild::SetPrivateDataInterface([In] const GUID&amp; guid,[In, Optional] const IUnknown* pData)</unmanaged>	
            <unmanaged-short>ID3D10DeviceChild::SetPrivateDataInterface</unmanaged-short>	
        </member>
        <member name="P:SharpDX.Direct3D10.DeviceChild.DebugName">
            <summary>
            Gets or sets the debug-name for this object.
            </summary>
            <value>
            The debug name.
            </value>
        </member>
        <member name="P:SharpDX.Direct3D10.DeviceChild.Device">
            <summary>	
            <p>Get a reference to the device that created this interface.</p>	
            </summary>	
            <remarks>	
            <p>Any returned interfaces will have their reference count incremented by one, so be sure to call ::release() on the returned reference(s) before they are freed or else you will have a memory leak.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10DeviceChild::GetDevice']/*"/>	
            <msdn-id>bb173530</msdn-id>	
            <unmanaged>GetDevice</unmanaged>	
            <unmanaged-short>GetDevice</unmanaged-short>	
            <unmanaged>void ID3D10DeviceChild::GetDevice([Out] ID3D10Device** ppDevice)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.Asynchronous.GetData">
            <summary>	
            Get data from the GPU asynchronously.	
            </summary>	
            <remarks>	
            GetData retrieves the data collected between calls to <see cref="M:SharpDX.Direct3D10.Asynchronous.Begin"/> and <see cref="M:SharpDX.Direct3D10.Asynchronous.End"/>.  Certain queries only require a call to ID3D10Asynchronous::End in which case the data returned by GetData is accurate up to the last call to ID3D10Asynchronous::End (See <see cref="T:SharpDX.Direct3D10.Query"/>). If DataSize is 0, GetData is only used to check status where a return value of S_OK indicates that data is available to give to an application, and a return value of S_FALSE indicates data is not yet available. It is invalid to invoke this function on a predicate created with the flag D3D10_QUERY_MISCFLAG_PREDICATEHINT. If the asynchronous interface that calls this function is <see cref="T:SharpDX.Direct3D10.Query"/>, then the following table applies.  Query TypeOutput Data TypeSupports Begin Method EVENTBOOLNO OCCLUSIONUINT64YES TIMESTAMPUINT64NO TIMESTAMP_DISJOINTQUERYDATA_TIMESTAMP_DISJOINTYES PIPELINE_STATISTICSQUERYDATA_PIPELINE_STATISTICSYES OCCLUSION_PREDICATEBOOLYES SO_STATISTICSQUERYDATA_SO_STATISTICSYES SO_OVERFLOW_PREDICATEBOOLYES  ? If the asynchronous interface that calls this API is <see cref="T:SharpDX.Direct3D10.Counter"/>, then the following applies.  Counter TypeOutput Data TypeUnits GPU_IDLEFLOAT32fraction of time VERTEX_PROCESSINGFLOAT32fraction of time GEOMETRY_PROCESSINGFLOAT32fraction of time PIXEL_PROCESSINGFLOAT32fraction of time OTHER_GPU_PROCESSINGFLOAT32fraction of time HOST_ADAPTER_BANDWIDTH_UTILIZATIONFLOAT32fraction of theoretical maximum LOCAL_VIDMEM_BANDWIDTH_UTILIZATIONFLOAT32fraction of theoretical maximum VERTEX_THROUGHPUT_UTILIZATIONFLOAT32fraction of theoretical maximum TRISETUP_THROUGHPUT_UTILIZATIONFLOAT32fraction of theoretical maximum FILLRATE_THROUGHPUT_UTILIZATIONFLOAT32fraction of theoretical maximum VERTEXSHADER_MEMORY_LIMITEDFLOAT32fraction of time VERTEXSHADER_COMPUTATION_LIMITEDFLOAT32fraction of time GEOMETRYSHADER_MEMORY_LIMITEDFLOAT32fraction of time GEOMETRYSHADER_COMPUTATION_LIMITEDFLOAT32fraction of time PIXELSHADER_MEMORY_LIMITEDFLOAT32fraction of time PIXELSHADER_COMPUTATION_LIMITEDFLOAT32fraction of time POST_TRANSFORM_CACHE_HIT_RATEFLOAT32fraction TEXTURE_CACHE_HIT_RATEFLOAT32fraction  ? The value returned by a GPU_IDLE, VERTEX_PROCESSING, GEOMETRY_PROCESSING, PIXEL_PROCESSING, or OTHER_GPU_PROCESSING counter may be different depending on the number of parallel counters that exist on a video card, and those values can be interpreted with the following equation:  ?  Equation to interpret the number of parallel counters ? The number of parallel counters that a video card has is available from NumDetectableParallelUnits in <see cref="T:SharpDX.Direct3D10.CounterMetadata"/>, and it can be retrieved by calling <see cref="M:SharpDX.Direct3D10.Device.CheckCounter(SharpDX.Direct3D10.CounterDescription,SharpDX.Direct3D10.CounterType@,System.Int32@,System.IntPtr,System.IntPtr,System.IntPtr,System.IntPtr,System.IntPtr,System.IntPtr)"/>. 	
            </remarks>	
            <returns>If this function succeeds, returns a <see cref="T:SharpDX.DataStream"/> containing the asynchronous data sent from the GPU. </returns>
            <unmanaged>HRESULT ID3D10Asynchronous::GetData([Out, Buffer, Optional] void* pData,[In] int DataSize,[In] int GetDataFlags)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.Asynchronous.GetData(SharpDX.Direct3D10.AsynchronousFlags)">
            <summary>	
            Get data from the GPU asynchronously.	
            </summary>	
            <remarks>	
            GetData retrieves the data collected between calls to <see cref="M:SharpDX.Direct3D10.Asynchronous.Begin"/> and <see cref="M:SharpDX.Direct3D10.Asynchronous.End"/>.  Certain queries only require a call to ID3D10Asynchronous::End in which case the data returned by GetData is accurate up to the last call to ID3D10Asynchronous::End (See <see cref="T:SharpDX.Direct3D10.Query"/>). If DataSize is 0, GetData is only used to check status where a return value of S_OK indicates that data is available to give to an application, and a return value of S_FALSE indicates data is not yet available. It is invalid to invoke this function on a predicate created with the flag D3D10_QUERY_MISCFLAG_PREDICATEHINT. If the asynchronous interface that calls this function is <see cref="T:SharpDX.Direct3D10.Query"/>, then the following table applies.  Query TypeOutput Data TypeSupports Begin Method EVENTBOOLNO OCCLUSIONUINT64YES TIMESTAMPUINT64NO TIMESTAMP_DISJOINTQUERYDATA_TIMESTAMP_DISJOINTYES PIPELINE_STATISTICSQUERYDATA_PIPELINE_STATISTICSYES OCCLUSION_PREDICATEBOOLYES SO_STATISTICSQUERYDATA_SO_STATISTICSYES SO_OVERFLOW_PREDICATEBOOLYES  ? If the asynchronous interface that calls this API is <see cref="T:SharpDX.Direct3D10.Counter"/>, then the following applies.  Counter TypeOutput Data TypeUnits GPU_IDLEFLOAT32fraction of time VERTEX_PROCESSINGFLOAT32fraction of time GEOMETRY_PROCESSINGFLOAT32fraction of time PIXEL_PROCESSINGFLOAT32fraction of time OTHER_GPU_PROCESSINGFLOAT32fraction of time HOST_ADAPTER_BANDWIDTH_UTILIZATIONFLOAT32fraction of theoretical maximum LOCAL_VIDMEM_BANDWIDTH_UTILIZATIONFLOAT32fraction of theoretical maximum VERTEX_THROUGHPUT_UTILIZATIONFLOAT32fraction of theoretical maximum TRISETUP_THROUGHPUT_UTILIZATIONFLOAT32fraction of theoretical maximum FILLRATE_THROUGHPUT_UTILIZATIONFLOAT32fraction of theoretical maximum VERTEXSHADER_MEMORY_LIMITEDFLOAT32fraction of time VERTEXSHADER_COMPUTATION_LIMITEDFLOAT32fraction of time GEOMETRYSHADER_MEMORY_LIMITEDFLOAT32fraction of time GEOMETRYSHADER_COMPUTATION_LIMITEDFLOAT32fraction of time PIXELSHADER_MEMORY_LIMITEDFLOAT32fraction of time PIXELSHADER_COMPUTATION_LIMITEDFLOAT32fraction of time POST_TRANSFORM_CACHE_HIT_RATEFLOAT32fraction TEXTURE_CACHE_HIT_RATEFLOAT32fraction  ? The value returned by a GPU_IDLE, VERTEX_PROCESSING, GEOMETRY_PROCESSING, PIXEL_PROCESSING, or OTHER_GPU_PROCESSING counter may be different depending on the number of parallel counters that exist on a video card, and those values can be interpreted with the following equation:  ?  Equation to interpret the number of parallel counters ? The number of parallel counters that a video card has is available from NumDetectableParallelUnits in <see cref="T:SharpDX.Direct3D10.CounterMetadata"/>, and it can be retrieved by calling <see cref="M:SharpDX.Direct3D10.Device.CheckCounter(SharpDX.Direct3D10.CounterDescription,SharpDX.Direct3D10.CounterType@,System.Int32@,System.IntPtr,System.IntPtr,System.IntPtr,System.IntPtr,System.IntPtr,System.IntPtr)"/>. 	
            </remarks>	
            <param name="flags">Optional flags. Can be 0 or any combination of the flags enumerated by <see cref="T:SharpDX.Direct3D10.AsynchronousFlags"/>. </param>
            <returns>If this function succeeds, returns a <see cref="T:SharpDX.DataStream"/> containing the asynchronous data sent from the GPU. </returns>
            <unmanaged>HRESULT ID3D10Asynchronous::GetData([Out, Buffer, Optional] void* pData,[In] int DataSize,[In] int GetDataFlags)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.Asynchronous.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.Asynchronous"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D10.Asynchronous.op_Explicit(System.IntPtr)~SharpDX.Direct3D10.Asynchronous">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D10.Asynchronous"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D10.Asynchronous.Begin">
            <summary>	
            <p>Starts the collection of GPU data.</p>	
            </summary>	
            <remarks>	
            <p>Calling Begin starts the asynchronous collection of GPU data. Calling <strong><see cref="M:SharpDX.Direct3D10.Asynchronous.End"/></strong> causes data collection to stop.   See <strong><see cref="T:SharpDX.Direct3D10.Asynchronous"/> Interface</strong> for additional information.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Asynchronous::Begin']/*"/>	
            <msdn-id>bb173501</msdn-id>	
            <unmanaged>void ID3D10Asynchronous::Begin()</unmanaged>	
            <unmanaged-short>ID3D10Asynchronous::Begin</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Asynchronous.End">
            <summary>	
            <p>Ends the collection of GPU data.</p>	
            </summary>	
            <remarks>	
            <p>Calling <strong><see cref="M:SharpDX.Direct3D10.Asynchronous.Begin"/></strong> starts the asynchronous collection of GPU data. Calling <strong><see cref="M:SharpDX.Direct3D10.Asynchronous.End"/></strong> causes data  collection to stop. See <strong><see cref="T:SharpDX.Direct3D10.Asynchronous"/> Interface</strong> for additional information.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Asynchronous::End']/*"/>	
            <msdn-id>bb173502</msdn-id>	
            <unmanaged>void ID3D10Asynchronous::End()</unmanaged>	
            <unmanaged-short>ID3D10Asynchronous::End</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Asynchronous.GetData(System.IntPtr,System.Int32,System.Int32)">
            <summary>	
            <p>Get data from the GPU asynchronously.</p>	
            </summary>	
            <param name="dataRef"><dd>  <p>Address of memory that will receive the data. If <strong><c>null</c></strong>, <strong>GetData</strong> will be used only to check status. The type of data output depends on the type of asynchronous interface. See Remarks.</p> </dd></param>	
            <param name="dataSize"><dd>  <p>Size of the data to retrieve or 0. This value can be obtained with <strong><see cref="M:SharpDX.Direct3D10.Asynchronous.GetDataSize"/></strong>. Must be 0 when <em>pData</em> is <strong><c>null</c></strong>.</p> </dd></param>	
            <param name="getDataFlags"><dd>  <p>Optional flags. Can be 0 or any combination of the flags enumerated by <strong><see cref="T:SharpDX.Direct3D10.AsynchronousFlags"/></strong>.</p> </dd></param>	
            <returns><p>If this function succeeds, it returns <see cref="F:SharpDX.Result.Ok"/>. Otherwise, possible  return values are the following:</p><ul> <li>S_FALSE</li> <li><see cref="F:SharpDX.DXGI.ResultCode.DeviceRemoved"/></li> <li><see cref="F:SharpDX.DXGI.ResultCode.InvalidCall"/></li> </ul></returns>	
            <remarks>	
            <p><strong>GetData</strong> retrieves the data collected between calls to <strong><see cref="M:SharpDX.Direct3D10.Asynchronous.Begin"/></strong> and <strong><see cref="M:SharpDX.Direct3D10.Asynchronous.End"/></strong>.  Certain queries only require a call to <strong><see cref="M:SharpDX.Direct3D10.Asynchronous.End"/></strong> in which case the data returned by <strong>GetData</strong> is accurate up to the last call to <strong><see cref="M:SharpDX.Direct3D10.Asynchronous.End"/></strong> (See <strong><see cref="T:SharpDX.Direct3D10.Query"/> Interface</strong>).</p><p>If <em>DataSize</em> is 0, <strong>GetData</strong> is only used to check status where a return value of <see cref="F:SharpDX.Result.Ok"/> indicates that data is available to give to an application, and a return value of S_FALSE indicates data is not yet available.</p><p>It is invalid to invoke this function on a predicate created with the flag D3D10_QUERY_MISCFLAG_PREDICATEHINT.</p><p>If the asynchronous interface that calls this function is <strong><see cref="T:SharpDX.Direct3D10.Query"/> Interface</strong>, then the following table applies.</p><table> <tr><th>Query Type</th><th>Output Data Type</th><th>Supports Begin Method</th></tr> <tr><td><see cref="F:SharpDX.Direct3D10.QueryType.Event"/></td><td><see cref="T:SharpDX.Bool"/></td><td>NO</td></tr> <tr><td><see cref="F:SharpDX.Direct3D10.QueryType.Occlusion"/></td><td>UINT64</td><td>YES</td></tr> <tr><td><see cref="F:SharpDX.Direct3D10.QueryType.Timestamp"/></td><td>UINT64</td><td>NO</td></tr> <tr><td><see cref="F:SharpDX.Direct3D10.QueryType.TimestampDisjoint"/></td><td><see cref="T:SharpDX.Direct3D10.QueryDataTimestampDisjoint"/></td><td>YES</td></tr> <tr><td><see cref="F:SharpDX.Direct3D10.QueryType.PipelineStatistics"/></td><td><see cref="T:SharpDX.Direct3D10.QueryDataPipelineStatistics"/></td><td>YES</td></tr> <tr><td><see cref="F:SharpDX.Direct3D10.QueryType.OcclusionPredicate"/></td><td><see cref="T:SharpDX.Bool"/></td><td>YES</td></tr> <tr><td><see cref="F:SharpDX.Direct3D10.QueryType.StreamOutputStatistics"/></td><td><see cref="T:SharpDX.Direct3D10.StreamOutputStatistics"/></td><td>YES</td></tr> <tr><td><see cref="F:SharpDX.Direct3D10.QueryType.StreamOutputOverflowPredicate"/></td><td><see cref="T:SharpDX.Bool"/></td><td>YES</td></tr> </table><p>?</p><p>If the asynchronous interface that calls this API is <strong><see cref="T:SharpDX.Direct3D10.Counter"/> Interface</strong>, then the following applies.</p><table> <tr><th>Counter Type</th><th>Output Data Type</th><th>Units</th></tr> <tr><td><see cref="F:SharpDX.Direct3D10.CounterKind.GpuIdle"/></td><td>FLOAT32</td><td>fraction of time</td></tr> <tr><td><see cref="F:SharpDX.Direct3D10.CounterKind.VertexProcessing"/></td><td>FLOAT32</td><td>fraction of time</td></tr> <tr><td><see cref="F:SharpDX.Direct3D10.CounterKind.GeometryProcessing"/></td><td>FLOAT32</td><td>fraction of time</td></tr> <tr><td><see cref="F:SharpDX.Direct3D10.CounterKind.PixelProcessing"/></td><td>FLOAT32</td><td>fraction of time</td></tr> <tr><td><see cref="F:SharpDX.Direct3D10.CounterKind.OtherGpuProcessing"/></td><td>FLOAT32</td><td>fraction of time</td></tr> <tr><td><see cref="F:SharpDX.Direct3D10.CounterKind.HostAdapterBandwidthUtilization"/></td><td>FLOAT32</td><td>fraction of theoretical maximum</td></tr> <tr><td><see cref="F:SharpDX.Direct3D10.CounterKind.LocalVidmemBandwidthUtilization"/></td><td>FLOAT32</td><td>fraction of theoretical maximum</td></tr> <tr><td><see cref="F:SharpDX.Direct3D10.CounterKind.VertexThroughputUtilization"/></td><td>FLOAT32</td><td>fraction of theoretical maximum</td></tr> <tr><td><see cref="F:SharpDX.Direct3D10.CounterKind.TriangleSetupThroughputUtilization"/></td><td>FLOAT32</td><td>fraction of theoretical maximum</td></tr> <tr><td><see cref="F:SharpDX.Direct3D10.CounterKind.FillrateThroughputUtilization"/></td><td>FLOAT32</td><td>fraction of theoretical maximum</td></tr> <tr><td><see cref="F:SharpDX.Direct3D10.CounterKind.VsMemoryLimited"/></td><td>FLOAT32</td><td>fraction of time</td></tr> <tr><td><see cref="F:SharpDX.Direct3D10.CounterKind.VsComputationLimited"/></td><td>FLOAT32</td><td>fraction of time</td></tr> <tr><td><see cref="F:SharpDX.Direct3D10.CounterKind.GsMemoryLimited"/></td><td>FLOAT32</td><td>fraction of time</td></tr> <tr><td><see cref="F:SharpDX.Direct3D10.CounterKind.GsComputationLimited"/></td><td>FLOAT32</td><td>fraction of time</td></tr> <tr><td><see cref="F:SharpDX.Direct3D10.CounterKind.PsMemoryLimited"/></td><td>FLOAT32</td><td>fraction of time</td></tr> <tr><td><see cref="F:SharpDX.Direct3D10.CounterKind.PsComputationLimited"/></td><td>FLOAT32</td><td>fraction of time</td></tr> <tr><td><see cref="F:SharpDX.Direct3D10.CounterKind.PostTransformCacheHitRate"/></td><td>FLOAT32</td><td>fraction</td></tr> <tr><td><see cref="F:SharpDX.Direct3D10.CounterKind.TextureCacheHitRate"/></td><td>FLOAT32</td><td>fraction</td></tr> </table><p>?</p><p>The value returned by a <see cref="F:SharpDX.Direct3D10.CounterKind.GpuIdle"/>, <see cref="F:SharpDX.Direct3D10.CounterKind.VertexProcessing"/>, <see cref="F:SharpDX.Direct3D10.CounterKind.GeometryProcessing"/>, <see cref="F:SharpDX.Direct3D10.CounterKind.PixelProcessing"/>, or <see cref="F:SharpDX.Direct3D10.CounterKind.OtherGpuProcessing"/> counter may be different depending on the number of parallel counters that exist on a video card, and those values can be interpreted with the following equation:</p><p></p><p>The number of parallel counters that a video card has is available from <strong>NumDetectableParallelUnits</strong> in <strong><see cref="T:SharpDX.Direct3D10.CounterCapabilities"/></strong>, and it can be retrieved by calling <strong><see cref="M:SharpDX.Direct3D10.Device.GetCounterCapabilities"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Asynchronous::GetData']/*"/>	
            <msdn-id>bb173503</msdn-id>	
            <unmanaged>HRESULT ID3D10Asynchronous::GetData([Out, Buffer, Optional] void* pData,[In] unsigned int DataSize,[In] unsigned int GetDataFlags)</unmanaged>	
            <unmanaged-short>ID3D10Asynchronous::GetData</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Asynchronous.GetDataSize">
            <summary>	
            <p>Get the size of the data (in bytes) that is output when calling <strong><see cref="M:SharpDX.Direct3D10.Asynchronous.GetData"/></strong>.</p>	
            </summary>	
            <returns><p>Size of the data (in bytes) that is output when calling GetData.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Asynchronous::GetDataSize']/*"/>	
            <msdn-id>bb173504</msdn-id>	
            <unmanaged>unsigned int ID3D10Asynchronous::GetDataSize()</unmanaged>	
            <unmanaged-short>ID3D10Asynchronous::GetDataSize</unmanaged-short>	
        </member>
        <member name="P:SharpDX.Direct3D10.Asynchronous.IsDataAvailable">
            <summary>
            Gets a value indicating whether or not data is available for consumption.
            </summary>
        </member>
        <member name="T:SharpDX.Direct3D10.BlendState">
            <summary>	
            <p>This blend-state interface accesses blending state for a Direct3D 10.0 device for the output-merger stage.</p>	
            </summary>	
            <remarks>	
            <p>Blending combines two pixel values. You have control over how the pixels are blended by using a predefined set of blending operations, as well as preblending operations. The Blending Block Diagram shows conceptually how blending works.</p><p>To create a blend-state interface, call <strong><see cref="M:SharpDX.Direct3D10.Device.CreateBlendState(SharpDX.Direct3D10.BlendStateDescription@,SharpDX.Direct3D10.BlendState)"/></strong>. To initialize the blend state, call <strong><see cref="M:SharpDX.Direct3D10.OutputMergerStage.SetBlendState(SharpDX.Direct3D10.BlendState,SharpDX.Color4,System.Int32)"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10BlendState']/*"/>	
            <msdn-id>bb173505</msdn-id>	
            <unmanaged>ID3D10BlendState</unmanaged>	
            <unmanaged-short>ID3D10BlendState</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.BlendState.#ctor(SharpDX.Direct3D10.Device,SharpDX.Direct3D10.BlendStateDescription)">
            <summary>
              Constructs a new <see cref = "T:SharpDX.Direct3D10.BlendState" /> based on the specified description.
            </summary>
            <param name = "device">The device with which to associate the state object.</param>
            <param name = "description">The state description.</param>
            <returns>The newly created object.</returns>
        </member>
        <member name="M:SharpDX.Direct3D10.BlendState.#ctor(SharpDX.Direct3D10.Device,SharpDX.Direct3D10.BlendStateDescription@)">
            <summary>
              Constructs a new <see cref = "T:SharpDX.Direct3D10.BlendState" /> based on the specified description.
            </summary>
            <param name = "device">The device with which to associate the state object.</param>
            <param name = "description">The state description.</param>
            <returns>The newly created object.</returns>
        </member>
        <member name="M:SharpDX.Direct3D10.BlendState.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.BlendState"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D10.BlendState.op_Explicit(System.IntPtr)~SharpDX.Direct3D10.BlendState">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D10.BlendState"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D10.BlendState.GetDescription(SharpDX.Direct3D10.BlendStateDescription@)">
            <summary>	
            <p>Get the blend state.</p>	
            </summary>	
            <param name="descRef"><dd>  <p>A reference to the blend state (see <strong><see cref="T:SharpDX.Direct3D10.BlendStateDescription"/></strong>).</p> </dd></param>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10BlendState::GetDesc']/*"/>	
            <msdn-id>bb173506</msdn-id>	
            <unmanaged>void ID3D10BlendState::GetDesc([Out] D3D10_BLEND_DESC* pDesc)</unmanaged>	
            <unmanaged-short>ID3D10BlendState::GetDesc</unmanaged-short>	
        </member>
        <member name="P:SharpDX.Direct3D10.BlendState.Description">
            <summary>	
            <p>Get the blend state.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10BlendState::GetDesc']/*"/>	
            <msdn-id>bb173506</msdn-id>	
            <unmanaged>GetDesc</unmanaged>	
            <unmanaged-short>GetDesc</unmanaged-short>	
            <unmanaged>void ID3D10BlendState::GetDesc([Out] D3D10_BLEND_DESC* pDesc)</unmanaged>
        </member>
        <member name="T:SharpDX.Direct3D10.BlendState1">
            <summary>	
            <p>This blend-state interface accesses blending state for a Direct3D 10.1 device for the output-merger stage.</p>	
            </summary>	
            <remarks>	
            <p>Blending combines two pixel values. You have control over how the pixels are blended by using a predefined set of blending operations, as well as preblending operations. The Blending Block Diagram shows conceptually how blending works.</p><p>To create a blend-state interface, call <strong><see cref="M:SharpDX.Direct3D10.Device1.CreateBlendState1(SharpDX.Direct3D10.BlendStateDescription1@,SharpDX.Direct3D10.BlendState1)"/></strong>. To initialize the blend state, call <strong><see cref="M:SharpDX.Direct3D10.OutputMergerStage.SetBlendState(SharpDX.Direct3D10.BlendState,SharpDX.Color4,System.Int32)"/></strong>.</p><p>This method requires Windows Vista Service Pack 1.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10BlendState1']/*"/>	
            <msdn-id>bb694544</msdn-id>	
            <unmanaged>ID3D10BlendState1</unmanaged>	
            <unmanaged-short>ID3D10BlendState1</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.BlendState1.#ctor(SharpDX.Direct3D10.Device1,SharpDX.Direct3D10.BlendStateDescription1)">
            <summary>
              Constructs a new <see cref = "T:SharpDX.Direct3D10.BlendState1" /> based on the specified description.
            </summary>
            <param name = "device">The device with which to associate the state object.</param>
            <param name = "description">The state description.</param>
            <returns>The newly created object.</returns>
        </member>
        <member name="M:SharpDX.Direct3D10.BlendState1.#ctor(SharpDX.Direct3D10.Device1,SharpDX.Direct3D10.BlendStateDescription1@)">
            <summary>
              Constructs a new <see cref = "T:SharpDX.Direct3D10.BlendState1" /> based on the specified description.
            </summary>
            <param name = "device">The device with which to associate the state object.</param>
            <param name = "description">The state description.</param>
            <returns>The newly created object.</returns>
        </member>
        <member name="M:SharpDX.Direct3D10.BlendState1.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.BlendState1"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D10.BlendState1.op_Explicit(System.IntPtr)~SharpDX.Direct3D10.BlendState1">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D10.BlendState1"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D10.BlendState1.GetDescription1(SharpDX.Direct3D10.BlendStateDescription1@)">
            <summary>	
            No documentation.	
            </summary>	
            <param name="descRef">No documentation.</param>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10BlendState1::GetDesc1']/*"/>	
            <unmanaged>void ID3D10BlendState1::GetDesc1([Out] D3D10_BLEND_DESC1* pDesc)</unmanaged>	
            <unmanaged-short>ID3D10BlendState1::GetDesc1</unmanaged-short>	
        </member>
        <member name="P:SharpDX.Direct3D10.BlendState1.Description1">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10BlendState1::GetDesc1']/*"/>	
            <unmanaged>GetDesc1</unmanaged>	
            <unmanaged-short>GetDesc1</unmanaged-short>	
            <unmanaged>void ID3D10BlendState1::GetDesc1([Out] D3D10_BLEND_DESC1* pDesc)</unmanaged>
        </member>
        <member name="T:SharpDX.Direct3D10.Buffer">
            <summary>	
            <p>A buffer interface accesses a buffer resource, which is unstructured memory. Buffers typically store vertex or index data.</p>	
            </summary>	
            <remarks>	
            <p>Three types of buffers can be created; vertex, index, and shader-constant buffers. To create a buffer resource, call <strong><see cref="M:SharpDX.Direct3D10.Device.CreateBuffer(SharpDX.Direct3D10.BufferDescription@,System.Nullable{SharpDX.DataBox},SharpDX.Direct3D10.Buffer)"/></strong>.</p><p>A buffer must be bound to the pipeline before it can be accessed. Buffers can be bound to the input-assembler stage by calls to <strong><see cref="M:SharpDX.Direct3D10.InputAssemblerStage.SetVertexBuffers(System.Int32,SharpDX.Direct3D10.VertexBufferBinding)"/></strong> and <strong><see cref="M:SharpDX.Direct3D10.InputAssemblerStage.SetIndexBuffer(SharpDX.Direct3D10.Buffer,SharpDX.DXGI.Format,System.Int32)"/></strong>, and to the stream-output stage by a call to <strong><see cref="M:SharpDX.Direct3D10.StreamOutputStage.SetTargets(SharpDX.Direct3D10.StreamOutputBufferBinding[])"/></strong>.</p><p>Buffers can be bound to multiple pipeline stages simultaneously for reading. A buffer can also be bound to a single pipeline stage for writing; however, the same buffer cannot be bound for reading and writing simultaneously. For more information, see binding resources.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Buffer']/*"/>	
            <msdn-id>bb173510</msdn-id>	
            <unmanaged>ID3D10Buffer</unmanaged>	
            <unmanaged-short>ID3D10Buffer</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.Resource">
            <summary>	
            <p>A resource interface provides common actions on all resources.</p>	
            </summary>	
            <remarks>	
            <p>A resource interface cannot be created directly; instead, buffers and textures are created that inherit from a resource interface (see Creating Buffer Resources or Creating Texture Resources).</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Resource']/*"/>	
            <msdn-id>bb173829</msdn-id>	
            <unmanaged>ID3D10Resource</unmanaged>	
            <unmanaged-short>ID3D10Resource</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Resource.MaximumMipLevels">
            <summary>Constant MaximumMipLevels.</summary>
            <unmanaged>D3D10_REQ_MIP_LEVELS</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D10.Resource.ResourceSizeInMegabytes">
            <summary>Constant ResourceSizeInMegabytes.</summary>
            <unmanaged>D3D10_REQ_RESOURCE_SIZE_IN_MEGABYTES</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D10.Resource.MaximumTexture1DArraySize">
            <summary>Constant MaximumTexture1DArraySize.</summary>
            <unmanaged>D3D10_REQ_TEXTURE1D_ARRAY_AXIS_DIMENSION</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D10.Resource.MaximumTexture2DArraySize">
            <summary>Constant MaximumTexture2DArraySize.</summary>
            <unmanaged>D3D10_REQ_TEXTURE2D_ARRAY_AXIS_DIMENSION</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D10.Resource.MaximumTexture1DSize">
            <summary>Constant MaximumTexture1DSize.</summary>
            <unmanaged>D3D10_REQ_TEXTURE1D_U_DIMENSION</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D10.Resource.MaximumTexture2DSize">
            <summary>Constant MaximumTexture2DSize.</summary>
            <unmanaged>D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D10.Resource.MaximumTexture3DSize">
            <summary>Constant MaximumTexture3DSize.</summary>
            <unmanaged>D3D10_REQ_TEXTURE3D_U_V_OR_W_DIMENSION</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D10.Resource.MaximumTextureCubeSize">
            <summary>Constant MaximumTextureCubeSize.</summary>
            <unmanaged>D3D10_REQ_TEXTURECUBE_DIMENSION</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.Resource.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.Resource"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D10.Resource.op_Explicit(System.IntPtr)~SharpDX.Direct3D10.Resource">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D10.Resource"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D10.Resource.GetTypeInfo(SharpDX.Direct3D10.ResourceDimension@)">
            <summary>	
            <p>Get the type of the resource.</p>	
            </summary>	
            <param name="rType"><dd>  <p>Pointer to the resource type (see <strong><see cref="T:SharpDX.Direct3D10.ResourceDimension"/></strong>).</p> </dd></param>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Resource::GetType']/*"/>	
            <msdn-id>bb173831</msdn-id>	
            <unmanaged>void ID3D10Resource::GetType([Out] D3D10_RESOURCE_DIMENSION* rType)</unmanaged>	
            <unmanaged-short>ID3D10Resource::GetType</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Resource.SetEvictionPriority(System.Int32)">
            <summary>	
            <p>Set the eviction priority of a resource.</p>	
            </summary>	
            <param name="evictionPriority"><dd>  <p>Eviction priority for the resource, which is one of the following values:</p> <ul> <li><see cref="F:SharpDX.DXGI.ResourcePriority.Minimum"/></li> <li><see cref="F:SharpDX.DXGI.ResourcePriority.Low"/></li> <li><see cref="F:SharpDX.DXGI.ResourcePriority.Normal"/></li> <li><see cref="F:SharpDX.DXGI.ResourcePriority.High"/></li> <li><see cref="F:SharpDX.DXGI.ResourcePriority.Maximum"/></li> </ul> </dd></param>	
            <remarks>	
            <p>Resource priorities determine which resource to evict from video memory when the system has run out of video memory. The resource will not be lost; it will be removed from video memory and placed into system memory, or possibly placed onto the hard drive. The resource will be loaded back into video memory when it is required.</p><p>A resource that is set to the maximum priority, <see cref="F:SharpDX.DXGI.ResourcePriority.Maximum"/>, is only evicted if there is no other way of resolving the incoming memory request. The Windows Display Driver Model (WDDM) tries to split an incoming memory request to its minimum size and evict lower-priority resources before evicting a resource with maximum priority.</p><p>Changing the priorities of resources should be done carefully. The wrong eviction priorities could be a detriment to performance rather than an improvement. See <strong>QueryResourceResidency</strong> for additional information.</p><p>This method is a wrapper for <strong>SetEvictionPriority</strong> and is provided in the <strong><see cref="T:SharpDX.Direct3D10.Resource"/> Interface</strong> interface for convenience.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Resource::SetEvictionPriority']/*"/>	
            <msdn-id>bb173832</msdn-id>	
            <unmanaged>void ID3D10Resource::SetEvictionPriority([In] unsigned int EvictionPriority)</unmanaged>	
            <unmanaged-short>ID3D10Resource::SetEvictionPriority</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Resource.GetEvictionPriority">
            <summary>	
            <p>Get the eviction priority of a resource.</p>	
            </summary>	
            <returns><p>One of the following values, which specifies the eviction priority for the resource:</p><ul> <li><see cref="F:SharpDX.DXGI.ResourcePriority.Minimum"/></li> <li><see cref="F:SharpDX.DXGI.ResourcePriority.Low"/></li> <li><see cref="F:SharpDX.DXGI.ResourcePriority.Normal"/></li> <li><see cref="F:SharpDX.DXGI.ResourcePriority.High"/></li> <li><see cref="F:SharpDX.DXGI.ResourcePriority.Maximum"/></li> </ul></returns>	
            <remarks>	
            <p>This method is a wrapper for <strong>GetEvictionPriority</strong> and is provided in the <strong><see cref="T:SharpDX.Direct3D10.Resource"/> Interface</strong> interface for convenience.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Resource::GetEvictionPriority']/*"/>	
            <msdn-id>bb173830</msdn-id>	
            <unmanaged>unsigned int ID3D10Resource::GetEvictionPriority()</unmanaged>	
            <unmanaged-short>ID3D10Resource::GetEvictionPriority</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Resource.FromSwapChain``1(SharpDX.DXGI.SwapChain,System.Int32)">
            <summary>
              Gets a swap chain back buffer.
            </summary>
            <typeparam name = "T">The type of the buffer.</typeparam>
            <param name = "swapChain">The swap chain to get the buffer from.</param>
            <param name = "index">The index of the desired buffer.</param>
            <returns>The buffer interface, or <c>null</c> on failure.</returns>
        </member>
        <member name="M:SharpDX.Direct3D10.Resource.FromFile``1(SharpDX.Direct3D10.Device,System.String)">
            <summary>
              Loads a texture from an image file.
            </summary>
            <param name = "device">The device used to load the texture.</param>
            <param name = "fileName">Path to the file on disk.</param>
            <returns>The loaded texture object.</returns>
        </member>
        <member name="M:SharpDX.Direct3D10.Resource.FromFile``1(SharpDX.Direct3D10.Device,System.String,SharpDX.Direct3D10.ImageLoadInformation)">
            <summary>
              Loads a texture from an image file.
            </summary>
            <param name = "device">The device used to load the texture.</param>
            <param name = "fileName">Path to the file on disk.</param>
            <param name = "loadInfo">Specifies information used to load the texture.</param>
            <returns>The loaded texture object.</returns>
        </member>
        <member name="M:SharpDX.Direct3D10.Resource.FromMemory``1(SharpDX.Direct3D10.Device,System.Byte[])">
            <summary>
              Loads a texture from an image in memory.
            </summary>
            <param name = "device">The device used to load the texture.</param>
            <param name = "memory">Array of memory containing the image data to load.</param>
            <returns>The loaded texture object.</returns>
        </member>
        <member name="M:SharpDX.Direct3D10.Resource.FromMemory``1(SharpDX.Direct3D10.Device,System.Byte[],SharpDX.Direct3D10.ImageLoadInformation)">
            <summary>
              Loads a texture from an image in memory.
            </summary>
            <param name = "device">The device used to load the texture.</param>
            <param name = "memory">Array of memory containing the image data to load.</param>
            <param name = "loadInfo">Specifies information used to load the texture.</param>
            <returns>The loaded texture object.</returns>
        </member>
        <member name="M:SharpDX.Direct3D10.Resource.FromStream``1(SharpDX.Direct3D10.Device,System.IO.Stream,System.Int32)">
            <summary>
              Loads a texture from a stream of data.
            </summary>
            <param name = "device">The device used to load the texture.</param>
            <param name = "stream">A stream containing the image data to load.</param>
            <param name = "sizeInBytes">Size of the image to load.</param>
            <returns>The loaded texture object.</returns>
        </member>
        <member name="M:SharpDX.Direct3D10.Resource.FromStream``1(SharpDX.Direct3D10.Device,System.IO.Stream,System.Int32,SharpDX.Direct3D10.ImageLoadInformation)">
            <summary>
              Loads a texture from a stream of data.
            </summary>
            <param name = "device">The device used to load the texture.</param>
            <param name = "stream">A stream containing the image data to load.</param>
            <param name = "sizeInBytes">Size of the image to load.</param>
            <param name = "loadInfo">Specifies information used to load the texture.</param>
            <returns>The loaded texture object.</returns>
        </member>
        <member name="M:SharpDX.Direct3D10.Resource.ToFile``1(``0,SharpDX.Direct3D10.ImageFileFormat,System.String)">
            <summary>
              Saves a texture to file.
            </summary>
            <param name = "texture">The texture to save.</param>
            <param name = "format">The format the texture will be saved as.</param>
            <param name = "fileName">Name of the destination output file where the texture will be saved.</param>
            <returns>A <see cref = "T:SharpDX.Result" /> object describing the result of the operation.</returns>
        </member>
        <member name="M:SharpDX.Direct3D10.Resource.ToStream``1(``0,SharpDX.Direct3D10.ImageFileFormat,System.IO.Stream)">
            <summary>
              Saves a texture to a stream.
            </summary>
            <param name = "texture">The texture to save.</param>
            <param name = "format">The format the texture will be saved as.</param>
            <param name = "stream">Destination memory stream where the image will be saved.</param>
            <returns>A <see cref = "T:SharpDX.Result" /> object describing the result of the operation.</returns>
        </member>
        <member name="M:SharpDX.Direct3D10.Resource.LoadTextureFromTexture(SharpDX.Direct3D10.Resource,SharpDX.Direct3D10.Resource,SharpDX.Direct3D10.TextureLoadInformation)">
            <summary>	
            Load a texture from a texture.	
            </summary>	
            <param name="source">Pointer to the source texture. See <see cref="T:SharpDX.Direct3D10.Resource"/>. </param>
            <param name="destination">Pointer to the destination texture. See <see cref="T:SharpDX.Direct3D10.Resource"/>. </param>
            <param name="loadInformation">Pointer to texture loading parameters. See <see cref="T:SharpDX.Direct3D10.TextureLoadInformation"/>. </param>
            <returns>The return value is one of the values listed in {{Direct3D 10 Return Codes}}. </returns>
            <unmanaged>HRESULT D3DX10LoadTextureFromTexture([None] ID3D10Resource* pSrcTexture,[None] D3DX10_TEXTURE_LOAD_INFO* pLoadInfo,[None] ID3D10Resource* pDstTexture)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.Resource.FilterTexture(System.Int32,SharpDX.Direct3D10.FilterFlags)">
            <summary>	
            Generates mipmap chain using a particular texture filter.	
            </summary>	
            <param name="sourceLevel">The mipmap level whose data is used to generate the rest of the mipmap chain. </param>
            <param name="mipFilter">Flags controlling how each miplevel is filtered (or D3DX10_DEFAULT for D3DX10_FILTER_BOX). See <see cref="T:SharpDX.Direct3D10.FilterFlags"/>. </param>
            <returns>The return value is one of the values listed in {{Direct3D 10 Return Codes}}. </returns>
            <unmanaged>HRESULT D3DX10FilterTexture([None] ID3D10Resource* pTexture,[None] int SrcLevel,[None] int MipFilter)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.Resource.AsSurface">
            <summary>
            Returns a DXGI Surface for this resource.
            </summary>
            <returns>The buffer interface, or <c>null</c> on failure.</returns>
        </member>
        <member name="M:SharpDX.Direct3D10.Resource.CalculateSubResourceIndex(System.Int32,System.Int32,System.Int32)">
            <summary>
            Calculates a subresource index.
            </summary>
            <param name="mipSlice">The index of the desired mip slice.</param>
            <param name="arraySlice">The index of the desired array slice.</param>
            <param name="mipLevels">The total number of mip levels.</param>
            <returns>The subresource index (equivalent to mipSlice + (arraySlice * mipLevels)).</returns>
        </member>
        <member name="M:SharpDX.Direct3D10.Resource.GetMipSize(System.Int32,System.Int32)">
            <summary>
            Calculate the MipSize
            </summary>
            <param name="mipSlice"></param>
            <param name="baseSliceSize"></param>
            <returns></returns>
        </member>
        <member name="P:SharpDX.Direct3D10.Resource.TypeInfo">
            <summary>	
            <p>Get the type of the resource.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Resource::GetType']/*"/>	
            <msdn-id>bb173831</msdn-id>	
            <unmanaged>GetType</unmanaged>	
            <unmanaged-short>GetType</unmanaged-short>	
            <unmanaged>void ID3D10Resource::GetType([Out] D3D10_RESOURCE_DIMENSION* rType)</unmanaged>
        </member>
        <member name="P:SharpDX.Direct3D10.Resource.EvictionPriority">
            <summary>	
            <p>Get or sets the eviction priority of a resource.</p>	
            </summary>	
            <remarks>	
            <p>This method is a wrapper for <strong>GetEvictionPriority</strong> and is provided in the <strong><see cref="T:SharpDX.Direct3D10.Resource"/> Interface</strong> interface for convenience.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Resource::GetEvictionPriority']/*"/>	
            <msdn-id>bb173830</msdn-id>	
            <unmanaged>GetEvictionPriority / SetEvictionPriority</unmanaged>	
            <unmanaged-short>GetEvictionPriority</unmanaged-short>	
            <unmanaged>unsigned int ID3D10Resource::GetEvictionPriority()</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.Buffer.#ctor(SharpDX.Direct3D10.Device,SharpDX.Direct3D10.BufferDescription)">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D10.Buffer" /> class.
            </summary>
            <param name = "device">The device with which to associate the buffer.</param>
            <param name = "description">The description of the buffer.</param>
        </member>
        <member name="M:SharpDX.Direct3D10.Buffer.#ctor(SharpDX.Direct3D10.Device,SharpDX.DataStream,SharpDX.Direct3D10.BufferDescription)">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D10.Buffer" /> class.
            </summary>
            <param name = "device">The device with which to associate the buffer.</param>
            <param name = "data">Initial data used to initialize the buffer.</param>
            <param name = "description">The description of the buffer.</param>
        </member>
        <member name="M:SharpDX.Direct3D10.Buffer.#ctor(SharpDX.Direct3D10.Device,System.Int32,SharpDX.Direct3D10.ResourceUsage,SharpDX.Direct3D10.BindFlags,SharpDX.Direct3D10.CpuAccessFlags,SharpDX.Direct3D10.ResourceOptionFlags)">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D10.Buffer" /> class.
            </summary>
            <param name = "device">The device with which to associate the buffer.</param>
            <param name = "sizeInBytes">The size, in bytes, of the buffer.</param>
            <param name = "usage">The usage pattern for the buffer.</param>
            <param name = "bindFlags">Flags specifying how the buffer will be bound to the pipeline.</param>
            <param name = "accessFlags">Flags specifying how the buffer will be accessible from the CPU.</param>
            <param name = "optionFlags">Miscellaneous resource options.</param>
        </member>
        <member name="M:SharpDX.Direct3D10.Buffer.#ctor(SharpDX.Direct3D10.Device,SharpDX.DataStream,System.Int32,SharpDX.Direct3D10.ResourceUsage,SharpDX.Direct3D10.BindFlags,SharpDX.Direct3D10.CpuAccessFlags,SharpDX.Direct3D10.ResourceOptionFlags)">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D10.Buffer" /> class.
            </summary>
            <param name = "device">The device with which to associate the buffer.</param>
            <param name = "data">Initial data used to initialize the buffer.</param>
            <param name = "sizeInBytes">The size, in bytes, of the buffer.</param>
            <param name = "usage">The usage pattern for the buffer.</param>
            <param name = "bindFlags">Flags specifying how the buffer will be bound to the pipeline.</param>
            <param name = "accessFlags">Flags specifying how the buffer will be accessible from the CPU.</param>
            <param name = "optionFlags">Miscellaneous resource options.</param>
        </member>
        <member name="M:SharpDX.Direct3D10.Buffer.Map(SharpDX.Direct3D10.MapMode)">
            <summary>	
            Get a reference to the data contained in the resource and deny GPU access to the resource.	
            </summary>	
            <remarks>	
            For the CPU to write the contents of a resource, the resource must be created with the dynamic usage flag, D3D10_USAGE_DYNAMIC.  To both read and write those contents, the resource must be created with the staging usage flag, D3D10_USAGE_STAGING. (For more information about  these flags, see <see cref="T:SharpDX.Direct3D10.ResourceUsage"/>.) ID3D10Buffer::Map will retrieve a reference to the resource data.  For a discussion on how to access resources efficiently, see {{Copying and Accessing Resource Data (Direct3D 10)}}. Call <see cref="M:SharpDX.Direct3D10.Buffer.Unmap"/> to signify that the application has finished accessing the resource. ID3D10Buffer::Map has a few other restrictions. For example:  The same buffer cannot be mapped multiple times; in other words, do not call ID3D10Buffer::Map on a buffer that is already mapped. Any buffer that is bound to the pipeline must be unmapped before any rendering operation (that is, <see cref="M:SharpDX.Direct3D10.Device.Draw(System.Int32,System.Int32)"/>)  can be executed.    Differences between Direct3D 9 and Direct3D 10: ID3D10Buffer::Map in Direct3D 10 is analogous to resource {{Lock}} in Direct3D 9.   ? 	
            </remarks>	
            <param name="mapType">Flag that specifies the CPU's permissions for the reading and writing of a resource. For possible values, see <see cref="T:SharpDX.Direct3D10.MapMode"/>. </param>
            <returns>If this function succeeds returns a <see cref="T:SharpDX.DataStream"/> with the size this buffer.</returns>
            <unmanaged>HRESULT ID3D10Buffer::Map([In] D3D10_MAP MapType,[In] int MapFlags,[Out] void** ppData)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.Buffer.Map(SharpDX.Direct3D10.MapMode,SharpDX.Direct3D10.MapFlags)">
            <summary>	
            Get a reference to the data contained in the resource and deny GPU access to the resource.	
            </summary>	
            <remarks>	
            For the CPU to write the contents of a resource, the resource must be created with the dynamic usage flag, D3D10_USAGE_DYNAMIC.  To both read and write those contents, the resource must be created with the staging usage flag, D3D10_USAGE_STAGING. (For more information about  these flags, see <see cref="T:SharpDX.Direct3D10.ResourceUsage"/>.) ID3D10Buffer::Map will retrieve a reference to the resource data.  For a discussion on how to access resources efficiently, see {{Copying and Accessing Resource Data (Direct3D 10)}}. Call <see cref="M:SharpDX.Direct3D10.Buffer.Unmap"/> to signify that the application has finished accessing the resource. ID3D10Buffer::Map has a few other restrictions. For example:  The same buffer cannot be mapped multiple times; in other words, do not call ID3D10Buffer::Map on a buffer that is already mapped. Any buffer that is bound to the pipeline must be unmapped before any rendering operation (that is, <see cref="M:SharpDX.Direct3D10.Device.Draw(System.Int32,System.Int32)"/>)  can be executed.    Differences between Direct3D 9 and Direct3D 10: ID3D10Buffer::Map in Direct3D 10 is analogous to resource {{Lock}} in Direct3D 9.   ? 	
            </remarks>	
            <param name="mode">Flag that specifies the CPU's permissions for the reading and writing of a resource. For possible values, see <see cref="T:SharpDX.Direct3D10.MapMode"/>. </param>
            <param name="mapFlags">Flag that specifies what the CPU should do when the GPU is busy (see <see cref="T:SharpDX.Direct3D10.MapFlags"/>). This flag is optional. </param>
            <returns>If this function succeeds returns a <see cref="T:SharpDX.DataStream"/> with the size this buffer.</returns>
            <unmanaged>HRESULT ID3D10Buffer::Map([In] D3D10_MAP MapType,[In] int MapFlags,[Out] void** ppData)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.Buffer.Create``1(SharpDX.Direct3D10.Device,SharpDX.Direct3D10.BindFlags,``0@,System.Int32,SharpDX.Direct3D10.ResourceUsage,SharpDX.Direct3D10.CpuAccessFlags,SharpDX.Direct3D10.ResourceOptionFlags,System.Int32)">
            <summary>
            Creates a new instance of the <see cref="T:SharpDX.Direct3D10.Buffer"/> class.
            </summary>
            <typeparam name="T">Type of the data to upload</typeparam>
            <param name="device">The device with which to associate the buffer.</param>
            <param name="bindFlags">Flags specifying how the buffer will be bound to the pipeline.</param>
            <param name="data">Initial data used to initialize the buffer.</param>
            <param name="sizeInBytes">The size, in bytes, of the buffer. If 0 is specified, sizeof(T) is used. </param>
            <param name="usage">The usage pattern for the buffer.</param>
            <param name="accessFlags">Flags specifying how the buffer will be accessible from the CPU.</param>
            <param name="optionFlags">Miscellaneous resource options.</param>
            <param name="structureByteStride">The size (in bytes) of the structure element for structured buffers.</param>
            <returns>An initialized buffer</returns>
        </member>
        <member name="M:SharpDX.Direct3D10.Buffer.Create``1(SharpDX.Direct3D10.Device,SharpDX.Direct3D10.BindFlags,``0[],System.Int32,SharpDX.Direct3D10.ResourceUsage,SharpDX.Direct3D10.CpuAccessFlags,SharpDX.Direct3D10.ResourceOptionFlags,System.Int32)">
            <summary>
            Creates a new instance of the <see cref="T:SharpDX.Direct3D10.Buffer"/> class.
            </summary>
            <typeparam name="T">Type of the data to upload</typeparam>
            <param name="device">The device with which to associate the buffer.</param>
            <param name="bindFlags">Flags specifying how the buffer will be bound to the pipeline.</param>
            <param name="data">Initial data used to initialize the buffer.</param>
            <param name="sizeInBytes">The size, in bytes, of the buffer. If 0 is specified, sizeof(T) is used.</param>
            <param name="usage">The usage pattern for the buffer.</param>
            <param name="accessFlags">Flags specifying how the buffer will be accessible from the CPU.</param>
            <param name="optionFlags">Miscellaneous resource options.</param>
            <param name="structureByteStride">The size (in bytes) of the structure element for structured buffers.</param>
            <returns>An initialized buffer</returns>
        </member>
        <member name="M:SharpDX.Direct3D10.Buffer.Create``1(SharpDX.Direct3D10.Device,``0@,SharpDX.Direct3D10.BufferDescription)">
            <summary>
            Creates a new instance of the <see cref="T:SharpDX.Direct3D10.Buffer"/> class.
            </summary>
            <typeparam name="T">Type of the data to upload</typeparam>
            <param name="device">The device with which to associate the buffer.</param>
            <param name="data">Initial data used to initialize the buffer.</param>
            <param name="description">The description.</param>
            <returns>
            An initialized buffer
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D10.Buffer.Create``1(SharpDX.Direct3D10.Device,``0[],SharpDX.Direct3D10.BufferDescription)">
            <summary>
            Creates a new instance of the <see cref="T:SharpDX.Direct3D10.Buffer"/> class.
            </summary>
            <typeparam name="T">Type of the data to upload</typeparam>
            <param name="device">The device with which to associate the buffer.</param>
            <param name="data">Initial data used to initialize the buffer.</param>
            <param name="description">The description.</param>
            <returns>
            An initialized buffer
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D10.Buffer.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.Buffer"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D10.Buffer.op_Explicit(System.IntPtr)~SharpDX.Direct3D10.Buffer">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D10.Buffer"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D10.Buffer.Map(SharpDX.Direct3D10.MapMode,SharpDX.Direct3D10.MapFlags,System.IntPtr@)">
            <summary>	
            <p>Get a reference to the data contained in the resource and deny GPU access to the resource.</p>	
            </summary>	
            <param name="mapType"><dd>  <p>Flag that specifies the CPU's permissions for the reading and writing of a resource. For possible values, see <strong><see cref="T:SharpDX.Direct3D10.MapMode"/></strong>.</p> </dd></param>	
            <param name="mapFlags"><dd>  <p>Flag that specifies what the CPU should do when the GPU is busy (see <strong><see cref="T:SharpDX.Direct3D10.MapFlags"/></strong>). This flag is optional.</p> </dd></param>	
            <param name="dataOut"><dd>  <p>Pointer to the buffer resource data.</p> </dd></param>	
            <returns><p>If this function succeeds, it returns <see cref="F:SharpDX.Result.Ok"/>. The following list contains some of the reasons that <strong>Map</strong> can fail: </p><ul> <li>If <em>MapFlags</em> specifies <see cref="F:SharpDX.Direct3D10.MapFlags.DoNotWait"/> and the GPU is not yet finished with the resource, <strong><see cref="M:SharpDX.Direct3D10.Buffer.Map(SharpDX.Direct3D10.MapMode)"/></strong> returns <see cref="F:SharpDX.DXGI.ResultCode.WasStillDrawing"/>.</li> <li><strong><see cref="M:SharpDX.Direct3D10.Buffer.Map(SharpDX.Direct3D10.MapMode)"/></strong> returns <see cref="F:SharpDX.DXGI.ResultCode.DeviceRemoved"/> if <em>MapType</em> includes any flags that permit reading and the hardware  device (that is, the video card) has been removed.</li> </ul><p>For more information about the preceding return values, see DXGI_ERROR.</p></returns>	
            <remarks>	
            <p>For the CPU to write the contents of a resource, the resource must be created with the dynamic usage flag, <see cref="F:SharpDX.Direct3D10.ResourceUsage.Dynamic"/>.  To both read and write those contents, the resource must be created with the staging usage flag, <see cref="F:SharpDX.Direct3D10.ResourceUsage.Staging"/>. (For more information about  these flags, see <strong><see cref="T:SharpDX.Direct3D10.ResourceUsage"/></strong>.) <strong><see cref="M:SharpDX.Direct3D10.Buffer.Map(SharpDX.Direct3D10.MapMode)"/></strong> will retrieve a reference to the resource data.  For a discussion on how to access resources efficiently, see Copying and Accessing Resource Data (Direct3D 10).</p><p>Call <strong><see cref="M:SharpDX.Direct3D10.Buffer.Unmap"/></strong> to signify that the application has finished accessing the resource.</p><p><strong><see cref="M:SharpDX.Direct3D10.Buffer.Map(SharpDX.Direct3D10.MapMode)"/></strong> has a few other restrictions. For example:</p><ul> <li>The same buffer cannot be mapped multiple times; in other words, do not call <strong><see cref="M:SharpDX.Direct3D10.Buffer.Map(SharpDX.Direct3D10.MapMode)"/></strong> on a buffer that is already mapped.</li> <li>Any buffer that is bound to the pipeline must be unmapped before any rendering operation (that is, <strong><see cref="M:SharpDX.Direct3D10.Device.Draw(System.Int32,System.Int32)"/></strong>)  can be executed.</li> </ul><table> <tr><td> <p>Differences between Direct3D 9 and Direct3D 10:</p> <p><strong><see cref="M:SharpDX.Direct3D10.Buffer.Map(SharpDX.Direct3D10.MapMode)"/></strong> in Direct3D 10 is analogous to resource Lock in Direct3D 9.</p> </td></tr> </table><p>?</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Buffer::Map']/*"/>	
            <msdn-id>bb173512</msdn-id>	
            <unmanaged>HRESULT ID3D10Buffer::Map([In] D3D10_MAP MapType,[In] D3D10_MAP_FLAG MapFlags,[Out] void** ppData)</unmanaged>	
            <unmanaged-short>ID3D10Buffer::Map</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Buffer.Unmap">
            <summary>	
            <p>Invalidate the reference to the resource retrieved by <strong><see cref="M:SharpDX.Direct3D10.Buffer.Map(SharpDX.Direct3D10.MapMode)"/></strong> and reenable GPU access to the resource.</p>	
            </summary>	
            <remarks>	
            <table> <tr><td> <p>Differences between Direct3D 9 and Direct3D 10:</p> <p>Unmap() in Direct3D 10 is analogous to resource Unlock() in Direct3D 9.</p> </td></tr> </table><p>?</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Buffer::Unmap']/*"/>	
            <msdn-id>bb173513</msdn-id>	
            <unmanaged>void ID3D10Buffer::Unmap()</unmanaged>	
            <unmanaged-short>ID3D10Buffer::Unmap</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Buffer.GetDescription(SharpDX.Direct3D10.BufferDescription@)">
            <summary>	
            <p>Get the properties of a buffer resource.</p>	
            </summary>	
            <param name="descRef"><dd>  <p>Pointer to a resource description (see <strong><see cref="T:SharpDX.Direct3D10.BufferDescription"/></strong>) filled in by the method. This reference cannot be <strong><c>null</c></strong>.</p> </dd></param>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Buffer::GetDesc']/*"/>	
            <msdn-id>bb173511</msdn-id>	
            <unmanaged>void ID3D10Buffer::GetDesc([Out] D3D10_BUFFER_DESC* pDesc)</unmanaged>	
            <unmanaged-short>ID3D10Buffer::GetDesc</unmanaged-short>	
        </member>
        <member name="P:SharpDX.Direct3D10.Buffer.Description">
            <summary>	
            <p>Get the properties of a buffer resource.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Buffer::GetDesc']/*"/>	
            <msdn-id>bb173511</msdn-id>	
            <unmanaged>GetDesc</unmanaged>	
            <unmanaged-short>GetDesc</unmanaged-short>	
            <unmanaged>void ID3D10Buffer::GetDesc([Out] D3D10_BUFFER_DESC* pDesc)</unmanaged>
        </member>
        <member name="T:SharpDX.Direct3D10.BufferDescription">
            <summary>	
            <p>Describes a buffer resource.</p>	
            </summary>	
            <remarks>	
            <p>This structure is used by <strong><see cref="M:SharpDX.Direct3D10.Device.CreateBuffer(SharpDX.Direct3D10.BufferDescription@,System.Nullable{SharpDX.DataBox},SharpDX.Direct3D10.Buffer)"/></strong> to create buffer resources.</p><p>In addition to this structure, there is also a derived structure in D3D10.h (CD3D10_BUFFER_DESC) which behaves like an inherited class to help create a buffer description.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BUFFER_DESC']/*"/>	
            <msdn-id>bb204896</msdn-id>	
            <unmanaged>D3D10_BUFFER_DESC</unmanaged>	
            <unmanaged-short>D3D10_BUFFER_DESC</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.BufferDescription.#ctor(System.Int32,SharpDX.Direct3D10.ResourceUsage,SharpDX.Direct3D10.BindFlags,SharpDX.Direct3D10.CpuAccessFlags,SharpDX.Direct3D10.ResourceOptionFlags)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.BufferDescription"/> struct.
            </summary>
            <param name="sizeInBytes">The size in bytes.</param>
            <param name="usage">The usage.</param>
            <param name="bindFlags">The bind flags.</param>
            <param name="cpuAccessFlags">The cpu access flags.</param>
            <param name="optionFlags">The option flags.</param>
        </member>
        <member name="F:SharpDX.Direct3D10.BufferDescription.SizeInBytes">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BUFFER_DESC::ByteWidth']/*"/>	
            <unmanaged>unsigned int ByteWidth</unmanaged>	
            <unmanaged-short>unsigned int ByteWidth</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.BufferDescription.Usage">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BUFFER_DESC::Usage']/*"/>	
            <unmanaged>D3D10_USAGE Usage</unmanaged>	
            <unmanaged-short>D3D10_USAGE Usage</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.BufferDescription.BindFlags">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BUFFER_DESC::BindFlags']/*"/>	
            <unmanaged>D3D10_BIND_FLAG BindFlags</unmanaged>	
            <unmanaged-short>D3D10_BIND_FLAG BindFlags</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.BufferDescription.CpuAccessFlags">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BUFFER_DESC::CPUAccessFlags']/*"/>	
            <unmanaged>D3D10_CPU_ACCESS_FLAG CPUAccessFlags</unmanaged>	
            <unmanaged-short>D3D10_CPU_ACCESS_FLAG CPUAccessFlags</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.BufferDescription.OptionFlags">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BUFFER_DESC::MiscFlags']/*"/>	
            <unmanaged>D3D10_RESOURCE_MISC_FLAG MiscFlags</unmanaged>	
            <unmanaged-short>D3D10_RESOURCE_MISC_FLAG MiscFlags</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.InputAssemblerStage">
            <summary>	
            <p>The device interface represents a virtual adapter for Direct3D 10.0; it is used to perform rendering and create Direct3D resources.</p>	
            </summary>	
            <remarks>	
            <p>A device is created using <strong><see cref="M:SharpDX.Direct3D10.D3D10.CreateDevice(SharpDX.DXGI.Adapter,SharpDX.Direct3D10.DriverType,System.IntPtr,SharpDX.Direct3D10.DeviceCreationFlags,System.Int32,SharpDX.Direct3D10.Device)"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device']/*"/>	
            <msdn-id>bb173528</msdn-id>	
            <unmanaged>ID3D10Device</unmanaged>	
            <unmanaged-short>ID3D10Device</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.InputAssemblerStage.SetVertexBuffers(System.Int32,SharpDX.Direct3D10.VertexBufferBinding)">
            <summary>
              Binds a single vertex buffer to the input assembler.
            </summary>
            <param name = "slot">Index of the slot to which to bind the vertex buffer.</param>
            <param name = "vertexBufferBinding">A binding for the input vertex buffer.</param>
        </member>
        <member name="M:SharpDX.Direct3D10.InputAssemblerStage.SetVertexBuffers(System.Int32,SharpDX.Direct3D10.VertexBufferBinding[])">
            <summary>
              Binds an array of vertex buffers to the input assembler.
            </summary>
            <param name = "firstSlot">Index of the first input slot to use for binding. The first vertex buffer is explicitly bound to the start slot; this causes each additional vertex buffer in the array to be implicitly bound to each subsequent input slot. There are 16 input slots.</param>
            <param name = "vertexBufferBindings">An array of bindings for input vertex buffers.</param>
        </member>
        <member name="M:SharpDX.Direct3D10.InputAssemblerStage.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.InputAssemblerStage"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D10.InputAssemblerStage.op_Explicit(System.IntPtr)~SharpDX.Direct3D10.InputAssemblerStage">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D10.InputAssemblerStage"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D10.InputAssemblerStage.SetInputLayout(SharpDX.Direct3D10.InputLayout)">
            <summary>	
            <p>Bind an input-layout object to the input-assembler stage.</p>	
            </summary>	
            <param name="inputLayoutRef">No documentation.</param>	
            <remarks>	
            <p>Input-layout objects describe how vertex buffer data is streamed into the IA pipeline stage. To create an input-layout object, call <strong><see cref="M:SharpDX.Direct3D10.Device.CreateInputLayout(SharpDX.Direct3D10.InputElement[],System.Int32,System.IntPtr,SharpDX.PointerSize,SharpDX.Direct3D10.InputLayout)"/></strong>.</p><p>The method will not hold a reference to the interfaces passed in. For that reason, applications should be careful not to release an interface currently in use by the device.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::IASetInputLayout']/*"/>	
            <msdn-id>bb173589</msdn-id>	
            <unmanaged>void ID3D10Device::IASetInputLayout([In, Optional] ID3D10InputLayout* pInputLayout)</unmanaged>	
            <unmanaged-short>ID3D10Device::IASetInputLayout</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.InputAssemblerStage.SetVertexBuffers(System.Int32,System.Int32,SharpDX.Direct3D10.Buffer[],System.Int32[],System.Int32[])">
            <summary>	
            <p>Bind an array of vertex buffers to the input-assembler stage.</p>	
            </summary>	
            <param name="startSlot">No documentation.</param>	
            <param name="numBuffers">No documentation.</param>	
            <param name="vertexBuffersOut">No documentation.</param>	
            <param name="stridesRef">No documentation.</param>	
            <param name="offsetsRef">No documentation.</param>	
            <remarks>	
            <p>For information about creating vertex buffers, see Create a Vertex Buffer.</p><p>Calling this method using a buffer that is currently bound for writing (i.e. bound to the stream output pipeline stage) will effectively bind <strong><c>null</c></strong> instead because a buffer cannot be bound as both an input and an output at the same time.</p><p>The Debug Layer will generate a warning whenever a resource is prevented from being bound simultaneously as an input and an output, but this will not prevent invalid data from being used by the runtime.</p><p>The method will not hold a reference to the interfaces passed in. For that reason, applications should be careful not to release an interface currently in use by the device.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::IASetVertexBuffers']/*"/>	
            <msdn-id>bb173591</msdn-id>	
            <unmanaged>void ID3D10Device::IASetVertexBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer] const ID3D10Buffer** ppVertexBuffers,[In, Buffer] const unsigned int* pStrides,[In, Buffer] const unsigned int* pOffsets)</unmanaged>	
            <unmanaged-short>ID3D10Device::IASetVertexBuffers</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.InputAssemblerStage.SetVertexBuffers(System.Int32,System.Int32,SharpDX.ComArray{SharpDX.Direct3D10.Buffer},System.Int32[],System.Int32[])">
            <summary>	
            <p>Bind an array of vertex buffers to the input-assembler stage.</p>	
            </summary>	
            <param name="startSlot">No documentation.</param>	
            <param name="numBuffers">No documentation.</param>	
            <param name="vertexBuffersOut">No documentation.</param>	
            <param name="stridesRef">No documentation.</param>	
            <param name="offsetsRef">No documentation.</param>	
            <remarks>	
            <p>For information about creating vertex buffers, see Create a Vertex Buffer.</p><p>Calling this method using a buffer that is currently bound for writing (i.e. bound to the stream output pipeline stage) will effectively bind <strong><c>null</c></strong> instead because a buffer cannot be bound as both an input and an output at the same time.</p><p>The Debug Layer will generate a warning whenever a resource is prevented from being bound simultaneously as an input and an output, but this will not prevent invalid data from being used by the runtime.</p><p>The method will not hold a reference to the interfaces passed in. For that reason, applications should be careful not to release an interface currently in use by the device.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::IASetVertexBuffers']/*"/>	
            <msdn-id>bb173591</msdn-id>	
            <unmanaged>void ID3D10Device::IASetVertexBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer] const ID3D10Buffer** ppVertexBuffers,[In, Buffer] const unsigned int* pStrides,[In, Buffer] const unsigned int* pOffsets)</unmanaged>	
            <unmanaged-short>ID3D10Device::IASetVertexBuffers</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.InputAssemblerStage.SetIndexBuffer(SharpDX.Direct3D10.Buffer,SharpDX.DXGI.Format,System.Int32)">
            <summary>	
            <p>Bind an index buffer to the input-assembler stage.</p>	
            </summary>	
            <param name="indexBufferRef">No documentation.</param>	
            <param name="format">No documentation.</param>	
            <param name="offset">No documentation.</param>	
            <remarks>	
            <p>For information about creating index buffers, see Create an Index Buffer.</p><p>Calling this method using a buffer that is currently bound for writing (i.e. bound to the stream output pipeline stage) will effectively bind <strong><c>null</c></strong> instead because a buffer cannot be bound as both an input and an output at the same time.</p><p>The Debug Layer will generate a warning whenever a resource is prevented from being bound simultaneously as an input and an output, but this will not prevent invalid data from being used by the runtime.</p><p>The method will not hold a reference to the interfaces passed in. For that reason, applications should be careful not to release an interface currently in use by the device.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::IASetIndexBuffer']/*"/>	
            <msdn-id>bb173588</msdn-id>	
            <unmanaged>void ID3D10Device::IASetIndexBuffer([In, Optional] ID3D10Buffer* pIndexBuffer,[In] DXGI_FORMAT Format,[In] unsigned int Offset)</unmanaged>	
            <unmanaged-short>ID3D10Device::IASetIndexBuffer</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.InputAssemblerStage.SetPrimitiveTopology(SharpDX.Direct3D.PrimitiveTopology)">
            <summary>	
            <p>Bind information about the primitive type, and data order that describes input data for the input assembler stage.</p>	
            </summary>	
            <param name="topology">No documentation.</param>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::IASetPrimitiveTopology']/*"/>	
            <msdn-id>Bb173590</msdn-id>	
            <unmanaged>void ID3D10Device::IASetPrimitiveTopology([In] D3D_PRIMITIVE_TOPOLOGY Topology)</unmanaged>	
            <unmanaged-short>ID3D10Device::IASetPrimitiveTopology</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.InputAssemblerStage.GetInputLayout(SharpDX.Direct3D10.InputLayout@)">
            <summary>	
            <p>Get a reference to the input-layout object that is bound to the input-assembler stage.</p>	
            </summary>	
            <param name="inputLayoutOut">No documentation.</param>	
            <remarks>	
            <p>For information about creating an input-layout object, see Creating the Input-Layout Object.</p><p>Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::IAGetInputLayout']/*"/>	
            <msdn-id>bb173585</msdn-id>	
            <unmanaged>void ID3D10Device::IAGetInputLayout([Out] ID3D10InputLayout** ppInputLayout)</unmanaged>	
            <unmanaged-short>ID3D10Device::IAGetInputLayout</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.InputAssemblerStage.GetVertexBuffers(System.Int32,System.Int32,SharpDX.Direct3D10.Buffer[],System.Int32[],System.Int32[])">
            <summary>	
            <p>Get the vertex buffers bound to the input-assembler stage.</p>	
            </summary>	
            <param name="startSlot">No documentation.</param>	
            <param name="numBuffers">No documentation.</param>	
            <param name="vertexBuffersOut">No documentation.</param>	
            <param name="stridesRef">No documentation.</param>	
            <param name="offsetsRef">No documentation.</param>	
            <remarks>	
            <p>Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::IAGetVertexBuffers']/*"/>	
            <msdn-id>bb173587</msdn-id>	
            <unmanaged>void ID3D10Device::IAGetVertexBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[Out, Buffer, Optional] ID3D10Buffer** ppVertexBuffers,[Out, Buffer, Optional] unsigned int* pStrides,[Out, Buffer, Optional] unsigned int* pOffsets)</unmanaged>	
            <unmanaged-short>ID3D10Device::IAGetVertexBuffers</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.InputAssemblerStage.GetIndexBuffer(SharpDX.Direct3D10.Buffer@,SharpDX.DXGI.Format@,System.Int32@)">
            <summary>	
            <p>Get a reference to the index buffer that is bound to the input-assembler stage.</p>	
            </summary>	
            <param name="indexBufferRef">No documentation.</param>	
            <param name="format">No documentation.</param>	
            <param name="offset">No documentation.</param>	
            <remarks>	
            <p>Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::IAGetIndexBuffer']/*"/>	
            <msdn-id>bb173584</msdn-id>	
            <unmanaged>void ID3D10Device::IAGetIndexBuffer([Out, Optional] ID3D10Buffer** pIndexBuffer,[Out, Optional] DXGI_FORMAT* Format,[Out, Optional] unsigned int* Offset)</unmanaged>	
            <unmanaged-short>ID3D10Device::IAGetIndexBuffer</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.InputAssemblerStage.GetPrimitiveTopology(SharpDX.Direct3D.PrimitiveTopology@)">
            <summary>	
            <p>Get information about the primitive type, and data order that describes input data for the input assembler stage.</p>	
            </summary>	
            <param name="topologyRef">No documentation.</param>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::IAGetPrimitiveTopology']/*"/>	
            <msdn-id>bb173586</msdn-id>	
            <unmanaged>void ID3D10Device::IAGetPrimitiveTopology([Out] D3D_PRIMITIVE_TOPOLOGY* pTopology)</unmanaged>	
            <unmanaged-short>ID3D10Device::IAGetPrimitiveTopology</unmanaged-short>	
        </member>
        <member name="P:SharpDX.Direct3D10.InputAssemblerStage.InputLayout">
            <summary>	
            <p>Get or sets a reference to the input-layout object that is bound to the input-assembler stage.</p>	
            </summary>	
            <remarks>	
            <p>For information about creating an input-layout object, see Creating the Input-Layout Object.</p><p>Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::IAGetInputLayout']/*"/>	
            <msdn-id>bb173585</msdn-id>	
            <unmanaged>IAGetInputLayout / IASetInputLayout</unmanaged>	
            <unmanaged-short>IAGetInputLayout</unmanaged-short>	
            <unmanaged>void ID3D10Device::IAGetInputLayout([Out] ID3D10InputLayout** ppInputLayout)</unmanaged>
        </member>
        <member name="P:SharpDX.Direct3D10.InputAssemblerStage.PrimitiveTopology">
            <summary>	
            <p>Get or sets information about the primitive type, and data order that describes input data for the input assembler stage.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::IAGetPrimitiveTopology']/*"/>	
            <msdn-id>bb173586</msdn-id>	
            <unmanaged>IAGetPrimitiveTopology / IASetPrimitiveTopology</unmanaged>	
            <unmanaged-short>IAGetPrimitiveTopology</unmanaged-short>	
            <unmanaged>void ID3D10Device::IAGetPrimitiveTopology([Out] D3D_PRIMITIVE_TOPOLOGY* pTopology)</unmanaged>
        </member>
        <member name="T:SharpDX.Direct3D10.Counter">
            <summary>	
            <p>This interface encapsulates methods for measuring GPU performance.</p>	
            </summary>	
            <remarks>	
            <p>A counter can be created with <strong><see cref="M:SharpDX.Direct3D10.Device.CreateCounter(SharpDX.Direct3D10.CounterDescription,SharpDX.Direct3D10.Counter)"/></strong>.</p><p>This is a derived class of <strong><see cref="T:SharpDX.Direct3D10.Asynchronous"/> Interface</strong>.</p><p>Counter data is gathered by issuing an <strong><see cref="M:SharpDX.Direct3D10.Asynchronous.Begin"/></strong> command, issuing some graphics commands, issuing an <strong><see cref="M:SharpDX.Direct3D10.Asynchronous.End"/></strong> command, and then calling <strong><see cref="M:SharpDX.Direct3D10.Asynchronous.GetData"/></strong> to get data about what happened in between the Begin and End calls. The data returned by GetData will be different depending on the type of counter. The call to End causes the data returned by GetData to be accurate up until the last call to End.</p><p>Counters are best suited for profiling.</p><p>For a list of the types of performance counters, see <strong><see cref="T:SharpDX.Direct3D10.CounterKind"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Counter']/*"/>	
            <msdn-id>bb173514</msdn-id>	
            <unmanaged>ID3D10Counter</unmanaged>	
            <unmanaged-short>ID3D10Counter</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Counter.#ctor(SharpDX.Direct3D10.Device,SharpDX.Direct3D10.CounterDescription)">
            <summary>
              Constructs a new <see cref = "T:SharpDX.Direct3D10.Counter" /> based on the specified description.
            </summary>
            <param name = "device">The device with which to associate the state object.</param>
            <param name = "description">The counter description.</param>
            <returns>The newly created object.</returns>
        </member>
        <member name="M:SharpDX.Direct3D10.Counter.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.Counter"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D10.Counter.op_Explicit(System.IntPtr)~SharpDX.Direct3D10.Counter">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D10.Counter"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D10.Counter.GetDescription(SharpDX.Direct3D10.CounterDescription@)">
            <summary>	
            <p>Get a counter description.</p>	
            </summary>	
            <param name="descRef"><dd>  <p>Pointer to a counter description (see <strong><see cref="T:SharpDX.Direct3D10.CounterDescription"/></strong>).</p> </dd></param>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Counter::GetDesc']/*"/>	
            <msdn-id>bb173515</msdn-id>	
            <unmanaged>void ID3D10Counter::GetDesc([Out] D3D10_COUNTER_DESC* pDesc)</unmanaged>	
            <unmanaged-short>ID3D10Counter::GetDesc</unmanaged-short>	
        </member>
        <member name="P:SharpDX.Direct3D10.Counter.Description">
            <summary>	
            <p>Get a counter description.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Counter::GetDesc']/*"/>	
            <msdn-id>bb173515</msdn-id>	
            <unmanaged>GetDesc</unmanaged>	
            <unmanaged-short>GetDesc</unmanaged-short>	
            <unmanaged>void ID3D10Counter::GetDesc([Out] D3D10_COUNTER_DESC* pDesc)</unmanaged>
        </member>
        <member name="T:SharpDX.Direct3D10.CounterMetadata">
            <summary>
            Counter metadata that contains the type, name, units of measure, and a description of an existing counter.
            </summary>
        </member>
        <member name="P:SharpDX.Direct3D10.CounterMetadata.Type">
            <summary>
            Gets the data type of a counter (see <see cref="T:SharpDX.Direct3D10.CounterType"/>).
            </summary>
            <value>The type.</value>
        </member>
        <member name="P:SharpDX.Direct3D10.CounterMetadata.HardwareCounterCount">
            <summary>
            Gets the number of hardware counters that are needed for this counter type to be created. All instances of the same counter type use the same hardware counters.
            </summary>
            <value>The hardware counter count.</value>
        </member>
        <member name="P:SharpDX.Direct3D10.CounterMetadata.Name">
            <summary>
            Gets a brief name for the counter.
            </summary>
            <value>The name.</value>
        </member>
        <member name="P:SharpDX.Direct3D10.CounterMetadata.Units">
            <summary>
            Gets the units a counter measures.
            </summary>
            <value>The units.</value>
        </member>
        <member name="P:SharpDX.Direct3D10.CounterMetadata.Description">
            <summary>
            Gets a description of the counter.
            </summary>
            <value>The description.</value>
        </member>
        <member name="T:SharpDX.Direct3D10.DeviceDebug">
            <summary>	
            <p>A debug interface controls debug settings, validates pipeline state and can only be used if the debug layer is turned on.</p>	
            </summary>	
            <remarks>	
            <p>This interface is obtained by querying it from the <strong><see cref="T:SharpDX.Direct3D10.Device"/> Interface</strong> using IUnknown::QueryInterface.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Debug']/*"/>	
            <msdn-id>bb173516</msdn-id>	
            <unmanaged>ID3D10Debug</unmanaged>	
            <unmanaged-short>ID3D10Debug</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.DeviceDebug.#ctor(SharpDX.Direct3D10.Device)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.DeviceDebug"/> class.
            </summary>
            <param name="device">The device.</param>
        </member>
        <member name="M:SharpDX.Direct3D10.DeviceDebug.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.DeviceDebug"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D10.DeviceDebug.op_Explicit(System.IntPtr)~SharpDX.Direct3D10.DeviceDebug">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D10.DeviceDebug"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D10.DeviceDebug.SetFeatureFlags(System.Int32)">
            <summary>	
            <p>Set a bitfield of flags that will turn debug features on and off.</p>	
            </summary>	
            <param name="mask"><dd>  <p>Feature-mask flags bitwise ORed together. If a flag is present, then that feature will be set to on, otherwise the feature will be set to off. See remarks for a list of flags.</p> </dd></param>	
            <returns><p>This method returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>Setting a feature-mask flag will cause a rendering-operation method (listed below) to do some extra task when called. The possible feature flags are:</p><table> <tr><td><see cref="F:SharpDX.Direct3D10.DebugFeatureFlags.FinishPerRender"/></td><td>Application will wait for the GPU to finish processing the rendering operation before continuing.</td></tr> <tr><td><see cref="F:SharpDX.Direct3D10.DebugFeatureFlags.FlushPerRender"/></td><td>Runtime will additionally call <strong><see cref="M:SharpDX.Direct3D10.Device.Flush"/></strong>.</td></tr> <tr><td><see cref="F:SharpDX.Direct3D10.DebugFeatureFlags.PresentPerRender"/></td><td>Runtime will call <strong>Present</strong>. Presentation of render buffers will occur according to the settings established by prior calls to <strong><see cref="M:SharpDX.Direct3D10.DeviceDebug.SetSwapChain(SharpDX.DXGI.SwapChain)"/></strong> and <strong><see cref="M:SharpDX.Direct3D10.DeviceDebug.SetPresentPerRenderOpDelay(System.Int32)"/></strong>.</td></tr> </table><p>?</p><p>These feature-mask flags apply to the following rendering-operation methods:</p><ul> <li> <strong><see cref="M:SharpDX.Direct3D10.Device.Draw(System.Int32,System.Int32)"/></strong> </li> <li> <strong><see cref="M:SharpDX.Direct3D10.Device.DrawIndexed(System.Int32,System.Int32,System.Int32)"/></strong> </li> <li> <strong><see cref="M:SharpDX.Direct3D10.Device.DrawInstanced(System.Int32,System.Int32,System.Int32,System.Int32)"/></strong> </li> <li> <strong><see cref="M:SharpDX.Direct3D10.Device.DrawIndexedInstanced(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)"/></strong> </li> <li> <strong><see cref="M:SharpDX.Direct3D10.Device.DrawAuto"/></strong> </li> <li> <strong><see cref="M:SharpDX.Direct3D10.Device.ClearRenderTargetView(SharpDX.Direct3D10.RenderTargetView,SharpDX.Color4)"/></strong> </li> <li> <strong><see cref="M:SharpDX.Direct3D10.Device.ClearDepthStencilView(SharpDX.Direct3D10.DepthStencilView,SharpDX.Direct3D10.DepthStencilClearFlags,System.Single,System.Byte)"/></strong> </li> <li> <strong><see cref="M:SharpDX.Direct3D10.Device.CopySubresourceRegion_(SharpDX.Direct3D10.Resource,System.Int32,System.Int32,System.Int32,System.Int32,SharpDX.Direct3D10.Resource,System.Int32,System.Nullable{SharpDX.Direct3D10.ResourceRegion})"/></strong> </li> <li> <strong><see cref="M:SharpDX.Direct3D10.Device.CopyResource_(SharpDX.Direct3D10.Resource,SharpDX.Direct3D10.Resource)"/></strong> </li> <li> <strong><see cref="M:SharpDX.Direct3D10.Device.UpdateSubresource(SharpDX.DataBox,SharpDX.Direct3D10.Resource,System.Int32)"/></strong> </li> <li> <strong><see cref="M:SharpDX.Direct3D10.Device.GenerateMips(SharpDX.Direct3D10.ShaderResourceView)"/></strong> </li> <li> <strong><see cref="M:SharpDX.Direct3D10.Device.ResolveSubresource_(SharpDX.Direct3D10.Resource,System.Int32,SharpDX.Direct3D10.Resource,System.Int32,SharpDX.DXGI.Format)"/></strong> </li> </ul>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Debug::SetFeatureMask']/*"/>	
            <msdn-id>bb173520</msdn-id>	
            <unmanaged>HRESULT ID3D10Debug::SetFeatureMask([In] unsigned int Mask)</unmanaged>	
            <unmanaged-short>ID3D10Debug::SetFeatureMask</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.DeviceDebug.GetFeatureFlags">
            <summary>	
            <p>Get a bitfield of flags that indicates which debug features are on or off.</p>	
            </summary>	
            <returns><p>Mask of feature-mask flags bitwise ORed together. If a flag is present, then that feature will be set to on, otherwise the feature will be set to off. See <strong><see cref="M:SharpDX.Direct3D10.DeviceDebug.SetFeatureFlags(System.Int32)"/></strong> for a list of possible feature-mask flags.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Debug::GetFeatureMask']/*"/>	
            <msdn-id>bb173517</msdn-id>	
            <unmanaged>unsigned int ID3D10Debug::GetFeatureMask()</unmanaged>	
            <unmanaged-short>ID3D10Debug::GetFeatureMask</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.DeviceDebug.SetPresentPerRenderOpDelay(System.Int32)">
            <summary>	
            <p>Set the number of milliseconds to sleep after <strong>Present</strong> is called.</p>	
            </summary>	
            <param name="milliseconds">No documentation.</param>	
            <returns><p>This method returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>The application will only sleep if <see cref="F:SharpDX.Direct3D10.DebugFeatureFlags.PresentPerRender"/> is a set in the <strong>feature mask</strong>. If that flag is not set the number of milliseconds is set but ignored and the application does not sleep. 10ms is used as a default value if this method is never called.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Debug::SetPresentPerRenderOpDelay']/*"/>	
            <msdn-id>bb173521</msdn-id>	
            <unmanaged>HRESULT ID3D10Debug::SetPresentPerRenderOpDelay([In] unsigned int Milliseconds)</unmanaged>	
            <unmanaged-short>ID3D10Debug::SetPresentPerRenderOpDelay</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.DeviceDebug.GetPresentPerRenderOpDelay">
            <summary>	
            <p>Get the number of milliseconds to sleep after <strong>Present</strong> is called.</p>	
            </summary>	
            <returns><p>Number of milliseconds to sleep after Present is called.</p></returns>	
            <remarks>	
            <p>Value is set with <strong><see cref="M:SharpDX.Direct3D10.DeviceDebug.SetPresentPerRenderOpDelay(System.Int32)"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Debug::GetPresentPerRenderOpDelay']/*"/>	
            <msdn-id>bb173518</msdn-id>	
            <unmanaged>unsigned int ID3D10Debug::GetPresentPerRenderOpDelay()</unmanaged>	
            <unmanaged-short>ID3D10Debug::GetPresentPerRenderOpDelay</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.DeviceDebug.SetSwapChain(SharpDX.DXGI.SwapChain)">
            <summary>	
            <p>Set a swap chain that the runtime will use for automatically calling <strong>Present</strong>.</p>	
            </summary>	
            <param name="swapChainRef">No documentation.</param>	
            <returns><p>This method returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>The swap chain set by this method will only be used if <see cref="F:SharpDX.Direct3D10.DebugFeatureFlags.PresentPerRender"/> is set in the <strong>feature mask</strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Debug::SetSwapChain']/*"/>	
            <msdn-id>bb173522</msdn-id>	
            <unmanaged>HRESULT ID3D10Debug::SetSwapChain([In, Optional] IDXGISwapChain* pSwapChain)</unmanaged>	
            <unmanaged-short>ID3D10Debug::SetSwapChain</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.DeviceDebug.GetSwapChain(SharpDX.DXGI.SwapChain@)">
            <summary>	
            <p>Get the swap chain that the runtime will use for automatically calling <strong>Present</strong>.</p>	
            </summary>	
            <param name="swapChainOut">No documentation.</param>	
            <returns><p>This method returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>The swap chain retrieved by this method will only be used if <see cref="F:SharpDX.Direct3D10.DebugFeatureFlags.PresentPerRender"/> is set in the <strong>feature mask</strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Debug::GetSwapChain']/*"/>	
            <msdn-id>bb173519</msdn-id>	
            <unmanaged>HRESULT ID3D10Debug::GetSwapChain([Out] IDXGISwapChain** ppSwapChain)</unmanaged>	
            <unmanaged-short>ID3D10Debug::GetSwapChain</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.DeviceDebug.Validate">
            <summary>	
            <p>Check the validity of pipeline state.</p>	
            </summary>	
            <returns><p>This method returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>When the debug layer is turned on all draw functions will do this operation.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Debug::Validate']/*"/>	
            <msdn-id>bb173523</msdn-id>	
            <unmanaged>HRESULT ID3D10Debug::Validate()</unmanaged>	
            <unmanaged-short>ID3D10Debug::Validate</unmanaged-short>	
        </member>
        <member name="P:SharpDX.Direct3D10.DeviceDebug.FeatureFlags">
            <summary>
            Gets or sets the feature flags that indicates which debug features are on or off.	
            </summary>
            <value>The feature flags.</value>
        </member>
        <member name="P:SharpDX.Direct3D10.DeviceDebug.PresentPerRenderOpDelay">
            <summary>	
            <p>Get or sets the number of milliseconds to sleep after <strong>Present</strong> is called.</p>	
            </summary>	
            <remarks>	
            <p>Value is set with <strong><see cref="M:SharpDX.Direct3D10.DeviceDebug.SetPresentPerRenderOpDelay(System.Int32)"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Debug::GetPresentPerRenderOpDelay']/*"/>	
            <msdn-id>bb173518</msdn-id>	
            <unmanaged>GetPresentPerRenderOpDelay / SetPresentPerRenderOpDelay</unmanaged>	
            <unmanaged-short>GetPresentPerRenderOpDelay</unmanaged-short>	
            <unmanaged>unsigned int ID3D10Debug::GetPresentPerRenderOpDelay()</unmanaged>
        </member>
        <member name="P:SharpDX.Direct3D10.DeviceDebug.SwapChain">
            <summary>	
            <p>Get or sets the swap chain that the runtime will use for automatically calling <strong>Present</strong>.</p>	
            </summary>	
            <remarks>	
            <p>The swap chain retrieved by this method will only be used if <see cref="F:SharpDX.Direct3D10.DebugFeatureFlags.PresentPerRender"/> is set in the <strong>feature mask</strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Debug::GetSwapChain']/*"/>	
            <msdn-id>bb173519</msdn-id>	
            <unmanaged>GetSwapChain / SetSwapChain</unmanaged>	
            <unmanaged-short>GetSwapChain</unmanaged-short>	
            <unmanaged>HRESULT ID3D10Debug::GetSwapChain([Out] IDXGISwapChain** ppSwapChain)</unmanaged>
        </member>
        <member name="T:SharpDX.Direct3D10.DepthStencilState">
            <summary>	
            <p>A depth-stencil-state interface accesses depth-stencil state which sets up the depth-stencil test for the output-merger stage.</p>	
            </summary>	
            <remarks>	
            <p>Create a depth-stencil state object by calling <strong><see cref="M:SharpDX.Direct3D10.Device.CreateDepthStencilState(SharpDX.Direct3D10.DepthStencilStateDescription@,SharpDX.Direct3D10.DepthStencilState)"/></strong>.</p><p>To initialize depth-stencil state, bind the depth-stencil-state object to the pipeline by calling <strong><see cref="M:SharpDX.Direct3D10.OutputMergerStage.SetDepthStencilState(SharpDX.Direct3D10.DepthStencilState,System.Int32)"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10DepthStencilState']/*"/>	
            <msdn-id>bb173524</msdn-id>	
            <unmanaged>ID3D10DepthStencilState</unmanaged>	
            <unmanaged-short>ID3D10DepthStencilState</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.DepthStencilState.#ctor(SharpDX.Direct3D10.Device,SharpDX.Direct3D10.DepthStencilStateDescription)">
            <summary>
              Constructs a new <see cref = "T:SharpDX.Direct3D10.DepthStencilState" /> based on the specified description.
            </summary>
            <param name = "device">The device with which to associate the state object.</param>
            <param name = "description">The state description.</param>
            <returns>The newly created object.</returns>
        </member>
        <member name="M:SharpDX.Direct3D10.DepthStencilState.#ctor(SharpDX.Direct3D10.Device,SharpDX.Direct3D10.DepthStencilStateDescription@)">
            <summary>
              Constructs a new <see cref = "T:SharpDX.Direct3D10.DepthStencilState" /> based on the specified description.
            </summary>
            <param name = "device">The device with which to associate the state object.</param>
            <param name = "description">The state description.</param>
            <returns>The newly created object.</returns>
        </member>
        <member name="M:SharpDX.Direct3D10.DepthStencilState.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.DepthStencilState"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D10.DepthStencilState.op_Explicit(System.IntPtr)~SharpDX.Direct3D10.DepthStencilState">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D10.DepthStencilState"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D10.DepthStencilState.GetDescription(SharpDX.Direct3D10.DepthStencilStateDescription@)">
            <summary>	
            <p>Get the depth-stencil state.</p>	
            </summary>	
            <param name="descRef"><dd>  <p>A reference to the depth-stencil state (see <strong><see cref="T:SharpDX.Direct3D10.DepthStencilStateDescription"/></strong>).</p> </dd></param>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10DepthStencilState::GetDesc']/*"/>	
            <msdn-id>bb173525</msdn-id>	
            <unmanaged>void ID3D10DepthStencilState::GetDesc([Out] D3D10_DEPTH_STENCIL_DESC* pDesc)</unmanaged>	
            <unmanaged-short>ID3D10DepthStencilState::GetDesc</unmanaged-short>	
        </member>
        <member name="P:SharpDX.Direct3D10.DepthStencilState.Description">
            <summary>	
            <p>Get the depth-stencil state.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10DepthStencilState::GetDesc']/*"/>	
            <msdn-id>bb173525</msdn-id>	
            <unmanaged>GetDesc</unmanaged>	
            <unmanaged-short>GetDesc</unmanaged-short>	
            <unmanaged>void ID3D10DepthStencilState::GetDesc([Out] D3D10_DEPTH_STENCIL_DESC* pDesc)</unmanaged>
        </member>
        <member name="T:SharpDX.Direct3D10.DepthStencilView">
            <summary>	
            <p>A depth-stencil-view interface accesses a texture resource during  depth-stencil testing.</p>	
            </summary>	
            <remarks>	
            <p>To create a depth-stencil view, call <strong><see cref="M:SharpDX.Direct3D10.Device.CreateDepthStencilView(SharpDX.Direct3D10.Resource,System.Nullable{SharpDX.Direct3D10.DepthStencilViewDescription},SharpDX.Direct3D10.DepthStencilView)"/></strong>.</p><p>To bind a depth-stencil view to the pipeline, call <strong><see cref="M:SharpDX.Direct3D10.OutputMergerStage.SetRenderTargets(System.Int32,SharpDX.Direct3D10.RenderTargetView[],SharpDX.Direct3D10.DepthStencilView)"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10DepthStencilView']/*"/>	
            <msdn-id>bb173526</msdn-id>	
            <unmanaged>ID3D10DepthStencilView</unmanaged>	
            <unmanaged-short>ID3D10DepthStencilView</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.ResourceView">
            <summary>	
            <p>A view interface specifies the parts of a resource the pipeline can access during rendering (see view).</p>	
            </summary>	
            <remarks>	
            <p>A view interface is the base interface for all views. There are three types of views; a depth-stencil view, a render-target view, and a shader-resource view.</p><ul> <li>To create a render-target view, call <strong><see cref="M:SharpDX.Direct3D10.Device.CreateRenderTargetView(SharpDX.Direct3D10.Resource,System.Nullable{SharpDX.Direct3D10.RenderTargetViewDescription},SharpDX.Direct3D10.RenderTargetView)"/></strong>.</li> <li>To create a depth-stencil view, call <strong><see cref="M:SharpDX.Direct3D10.Device.CreateDepthStencilView(SharpDX.Direct3D10.Resource,System.Nullable{SharpDX.Direct3D10.DepthStencilViewDescription},SharpDX.Direct3D10.DepthStencilView)"/></strong>.</li> <li>To create a shader-resource view, call <strong><see cref="M:SharpDX.Direct3D10.Device.CreateShaderResourceView(SharpDX.Direct3D10.Resource,System.Nullable{SharpDX.Direct3D10.ShaderResourceViewDescription},SharpDX.Direct3D10.ShaderResourceView)"/></strong>.</li> </ul><p>All resources must be bound to the pipeline before they can be accessed.</p><ul> <li>To bind a render-target view or a depth-stencil view, call <strong><see cref="M:SharpDX.Direct3D10.OutputMergerStage.SetRenderTargets(System.Int32,SharpDX.Direct3D10.RenderTargetView[],SharpDX.Direct3D10.DepthStencilView)"/></strong>.</li> <li>To bind a shader-resource view, call <strong><see cref="M:SharpDX.Direct3D10.VertexShaderStage.SetShaderResources(System.Int32,System.Int32,SharpDX.Direct3D10.ShaderResourceView[])"/></strong>.</li> </ul><p>A view can also be used to access a typeless resource.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10View']/*"/>	
            <msdn-id>bb173876</msdn-id>	
            <unmanaged>ID3D10View</unmanaged>	
            <unmanaged-short>ID3D10View</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.ResourceView.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.ResourceView"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D10.ResourceView.op_Explicit(System.IntPtr)~SharpDX.Direct3D10.ResourceView">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D10.ResourceView"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D10.ResourceView.GetResource(SharpDX.Direct3D10.Resource@)">
            <summary>	
            <p>Get the resource that is accessed through this view.</p>	
            </summary>	
            <param name="resourceOut"><dd>  <p>Address of a reference to the resource that is accessed through this view. (See <strong><see cref="T:SharpDX.Direct3D10.Resource"/></strong>.)</p> </dd></param>	
            <remarks>	
            <p>This function increments the reference count of the resource by one, so it is necessary to call Release on the returned reference when the application is done with it. Destroying (or losing) the returned reference before Release is called will result in a memory leak.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10View::GetResource']/*"/>	
            <msdn-id>bb173877</msdn-id>	
            <unmanaged>void ID3D10View::GetResource([Out] ID3D10Resource** ppResource)</unmanaged>	
            <unmanaged-short>ID3D10View::GetResource</unmanaged-short>	
        </member>
        <member name="P:SharpDX.Direct3D10.ResourceView.Resource">
            <summary>	
            <p>Get the resource that is accessed through this view.</p>	
            </summary>	
            <remarks>	
            <p>This function increments the reference count of the resource by one, so it is necessary to call Release on the returned reference when the application is done with it. Destroying (or losing) the returned reference before Release is called will result in a memory leak.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10View::GetResource']/*"/>	
            <msdn-id>bb173877</msdn-id>	
            <unmanaged>GetResource</unmanaged>	
            <unmanaged-short>GetResource</unmanaged-short>	
            <unmanaged>void ID3D10View::GetResource([Out] ID3D10Resource** ppResource)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.DepthStencilView.#ctor(SharpDX.Direct3D10.Device,SharpDX.Direct3D10.Resource)">
            <summary>
              Creates a <see cref = "T:SharpDX.Direct3D10.DepthStencilView" /> for accessing resource data.
            </summary>
            <param name = "device">The device to use when creating this <see cref = "T:SharpDX.Direct3D10.DepthStencilView" />.</param>
            <param name = "resource">The resource that represents the render-target surface. This surface must have been created with the <see cref = "T:SharpDX.Direct3D10.BindFlags">DepthStencil</see> flag.</param>
            <unmanaged>ID3D10Device::CreateDepthStencilView</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.DepthStencilView.#ctor(SharpDX.Direct3D10.Device,SharpDX.Direct3D10.Resource,SharpDX.Direct3D10.DepthStencilViewDescription)">
            <summary>
              Creates a <see cref = "T:SharpDX.Direct3D10.DepthStencilView" /> for accessing resource data.
            </summary>
            <param name = "device">The device to use when creating this <see cref = "T:SharpDX.Direct3D10.DepthStencilView" />.</param>
            <param name = "resource">The resource that represents the render-target surface. This surface must have been created with the <see cref = "T:SharpDX.Direct3D10.BindFlags">DepthStencil</see> flag.</param>
            <param name = "description">A structure describing the <see cref = "T:SharpDX.Direct3D10.DepthStencilView" /> to be created.</param>
            <unmanaged>ID3D10Device::CreateDepthStencilView</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.DepthStencilView.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.DepthStencilView"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D10.DepthStencilView.op_Explicit(System.IntPtr)~SharpDX.Direct3D10.DepthStencilView">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D10.DepthStencilView"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D10.DepthStencilView.GetDescription(SharpDX.Direct3D10.DepthStencilViewDescription@)">
            <summary>	
            <p>Get the depth-stencil view.</p>	
            </summary>	
            <param name="descRef">No documentation.</param>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10DepthStencilView::GetDesc']/*"/>	
            <msdn-id>bb173527</msdn-id>	
            <unmanaged>void ID3D10DepthStencilView::GetDesc([Out] D3D10_DEPTH_STENCIL_VIEW_DESC* pDesc)</unmanaged>	
            <unmanaged-short>ID3D10DepthStencilView::GetDesc</unmanaged-short>	
        </member>
        <member name="P:SharpDX.Direct3D10.DepthStencilView.Description">
            <summary>	
            <p>Get the depth-stencil view.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10DepthStencilView::GetDesc']/*"/>	
            <msdn-id>bb173527</msdn-id>	
            <unmanaged>GetDesc</unmanaged>	
            <unmanaged-short>GetDesc</unmanaged-short>	
            <unmanaged>void ID3D10DepthStencilView::GetDesc([Out] D3D10_DEPTH_STENCIL_VIEW_DESC* pDesc)</unmanaged>
        </member>
        <member name="T:SharpDX.Direct3D10.CommonShaderStage`1">
            <summary>
            Common Shader class. Provides a common set of methods for a Shader Stage.
            TODO: check if usage of abstract is not introducing an unacceptable overhead...
            </summary>
            <typeparam name = "T">Type of the shader</typeparam>
        </member>
        <member name="F:SharpDX.Direct3D10.CommonShaderStage`1.MaximumConstantBufferSlotCount">
            <summary>
            Maximum number of bindable constant buffers to a pipeline stage.
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.CommonShaderStage`1.MaximumResourceSlotCount">
            <summary>
            Maximum number of bindable resources to a pipeline stage.
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.CommonShaderStage`1.MaximumSamplerSlotCount">
            <summary>
            Maximum number of bindable samplers to a pipeline stage.
            </summary>
        </member>
        <member name="M:SharpDX.Direct3D10.CommonShaderStage`1.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.CommonShaderStage`1"/> class.
            </summary>
            <param name="pointer">The pointer.</param>
        </member>
        <member name="M:SharpDX.Direct3D10.CommonShaderStage`1.GetConstantBuffers(System.Int32,System.Int32)">
            <summary>
              Gets the constant buffers used by the shader stage.
            </summary>
            <param name = "startSlot">Index into the device's zero-based array from which to begin retrieving constant buffers.</param>
            <param name = "count">Number of buffers to retrieve.</param>
            <returns>An array of constant buffers.</returns>
        </member>
        <member name="M:SharpDX.Direct3D10.CommonShaderStage`1.GetSamplers(System.Int32,System.Int32)">
            <summary>
              Gets the sampler states used by the shader stage.
            </summary>
            <param name = "startSlot">Index into the device's zero-based array from which to begin retrieving samplers.</param>
            <param name = "count">Number of samplers to retrieve.</param>
            <returns>An array of sampler states.</returns>
        </member>
        <member name="M:SharpDX.Direct3D10.CommonShaderStage`1.GetShaderResources(System.Int32,System.Int32)">
            <summary>
              Gets the shader resources used by the shader stage.
            </summary>
            <param name = "startSlot">Index into the device's zero-based array from which to begin retrieving shader resources.</param>
            <param name = "count">Number of resources to retrieve.</param>
            <returns>An array of shader resources.</returns>
        </member>
        <member name="M:SharpDX.Direct3D10.CommonShaderStage`1.SetConstantBuffer(System.Int32,SharpDX.Direct3D10.Buffer)">
            <summary>
              Sets a single constant buffer to be used by the shader stage.
            </summary>
            <param name = "slot">Index into the device's zero-based array to which to set the constant buffer.</param>
            <param name = "constantBuffer">constant buffer to set</param>
        </member>
        <member name="M:SharpDX.Direct3D10.CommonShaderStage`1.SetSampler(System.Int32,SharpDX.Direct3D10.SamplerState)">
            <summary>
              Sets a single sampler to be used by the shader stage.
            </summary>
            <param name = "slot">Index into the device's zero-based array to which to set the sampler.</param>
            <param name = "sampler">sampler state to set</param>
        </member>
        <member name="M:SharpDX.Direct3D10.CommonShaderStage`1.SetShaderResource(System.Int32,SharpDX.Direct3D10.ShaderResourceView)">
            <summary>
              Sets a single shader resource to be used by the shader stage.
            </summary>
            <param name = "slot">Index into the device's zero-based array to which to set the resource.</param>
            <param name = "resourceView">Resource view to attach</param>
        </member>
        <member name="M:SharpDX.Direct3D10.CommonShaderStage`1.GetShaderResources(System.Int32,System.Int32,SharpDX.Direct3D10.ShaderResourceView[])">
            <summary>
              Get the shader resources.
            </summary>
            <remarks>
              Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.
            </remarks>
            <param name = "startSlot">Index into the device's zero-based array to begin getting shader resources from (ranges from 0 to D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1).</param>
            <param name = "numViews">The number of resources to get from the device. Up to a maximum of 128 slots are available for shader resources (ranges from 0 to D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot).</param>
            <param name = "shaderResourceViewsRef">Array of {{shader resource view}} interfaces to be returned by the device.</param>
            <unmanaged>void PSGetShaderResources([In] UINT StartSlot,[In] UINT NumViews,[Out, Buffer] ID3D10ShaderResourceView** ppShaderResourceViews)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.CommonShaderStage`1.GetSamplers(System.Int32,System.Int32,SharpDX.Direct3D10.SamplerState[])">
            <summary>
              Get an array of sampler states from the shader pipeline stage.
            </summary>
            <remarks>
              Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.
            </remarks>
            <param name="startSlot">Index into a zero-based array to begin getting samplers from (ranges from 0 to D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT - 1).</param>
            <param name="numSamplers">Number of samplers to get from a device context. Each pipeline stage has a total of 16 sampler slots available (ranges from 0 to D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot).</param>
            <param name="samplersRef">Arry of sampler-state interface pointers (see <see cref="T:SharpDX.Direct3D10.SamplerState"/>) to be returned by the device.</param>
            <unmanaged>void PSGetSamplers([In] UINT StartSlot,[In] UINT NumSamplers,[Out, Buffer] ID3D10SamplerState** ppSamplers)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.CommonShaderStage`1.GetConstantBuffers(System.Int32,System.Int32,SharpDX.Direct3D10.Buffer[])">
            <summary>
              Get the constant buffers used by the shader pipeline stage.
            </summary>
            <remarks>
              Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.
            </remarks>
            <param name="startSlot">Index into the device's zero-based array to begin retrieving constant buffers from (ranges from 0 to D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1).</param>
            <param name="numBuffers">Number of buffers to retrieve (ranges from 0 to D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot).</param>
            <param name="constantBuffersRef">Array of constant buffer interface pointers (see <see cref="T:SharpDX.Direct3D10.Buffer"/>) to be returned by the method.</param>
            <unmanaged>void PSGetConstantBuffers([In] UINT StartSlot,[In] UINT NumBuffers,[Out, Buffer] ID3D10Buffer** ppConstantBuffers)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.CommonShaderStage`1.SetShaderResources(System.Int32,System.Int32,SharpDX.Direct3D10.ShaderResourceView[])">
            <summary>
              Bind an array of shader resources to the shader stage.
            </summary>
            <remarks>
              If an overlapping resource view is already bound to an output slot, such as a rendertarget, then this API will fill the destination shader resource slot with NULL.For information about creating shader-resource views, see <see cref="M:SharpDX.Direct3D10.Device.CreateShaderResourceView(SharpDX.Direct3D10.Resource,System.Nullable{SharpDX.Direct3D10.ShaderResourceViewDescription},SharpDX.Direct3D10.ShaderResourceView)"/>. The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.
            </remarks>
            <param name="startSlot">Index into the device's zero-based array to begin setting shader resources to (ranges from 0 to D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1).</param>
            <param name="numViews">Number of shader resources to set. Up to a maximum of 128 slots are available for shader resources (ranges from 0 to D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot).</param>
            <param name="shaderResourceViewsRef">Array of {{shader resource view}} interfaces to set to the device.</param>
            <unmanaged>void PSSetShaderResources([In] UINT StartSlot,[In] UINT NumViews,[In, Buffer] const ID3D10ShaderResourceView** ppShaderResourceViews)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.CommonShaderStage`1.SetShaderResources(System.Int32,System.Int32,SharpDX.ComArray{SharpDX.Direct3D10.ShaderResourceView})">
            <summary>
              Bind an array of shader resources to the shader stage.
            </summary>
            <remarks>
              If an overlapping resource view is already bound to an output slot, such as a rendertarget, then this API will fill the destination shader resource slot with NULL.For information about creating shader-resource views, see <see cref="M:SharpDX.Direct3D10.Device.CreateShaderResourceView(SharpDX.Direct3D10.Resource,System.Nullable{SharpDX.Direct3D10.ShaderResourceViewDescription},SharpDX.Direct3D10.ShaderResourceView)"/>. The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.
            </remarks>
            <param name="startSlot">Index into the device's zero-based array to begin setting shader resources to (ranges from 0 to D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - 1).</param>
            <param name="numViews">Number of shader resources to set. Up to a maximum of 128 slots are available for shader resources (ranges from 0 to D3D10_COMMONSHADER_INPUT_RESOURCE_SLOT_COUNT - StartSlot).</param>
            <param name="shaderResourceViewsRef">Array of {{shader resource view}} interfaces to set to the device.</param>
            <unmanaged>void PSSetShaderResources([In] UINT StartSlot,[In] UINT NumViews,[In, Buffer] const ID3D10ShaderResourceView** ppShaderResourceViews)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.CommonShaderStage`1.SetSamplers(System.Int32,System.Int32,SharpDX.Direct3D10.SamplerState[])">
            <summary>
              Set an array of sampler states to the shader pipeline stage.
            </summary>
            <remarks>
              Any sampler may be set to NULL; this invokes the default state, which is defined to be the following.StateDefault ValueFilterD3D10_FILTER_MIN_MAG_MIP_LINEARAddressUD3D10_TEXTURE_ADDRESS_CLAMPAddressVD3D10_TEXTURE_ADDRESS_CLAMPAddressWD3D10_TEXTURE_ADDRESS_CLAMPMipLODBias0MaxAnisotropy1ComparisonFuncD3D10_COMPARISON_NEVERBorderColor[0]1.0fBorderColor[1]1.0fBorderColor[2]1.0fBorderColor[3]1.0fMinLOD-FLT_MAXMaxLODFLT_MAX  The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.
            </remarks>
            <param name="startSlot">Index into the device's zero-based array to begin setting samplers to (ranges from 0 to D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT - 1).</param>
            <param name="numSamplers">Number of samplers in the array. Each pipeline stage has a total of 16 sampler slots available (ranges from 0 to D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot).</param>
            <param name="samplersRef">Pointer to an array of sampler-state interfaces (see <see cref="T:SharpDX.Direct3D10.SamplerState"/>). See Remarks.</param>
            <unmanaged>void PSSetSamplers([In] UINT StartSlot,[In] UINT NumSamplers,[In, Buffer] const ID3D10SamplerState** ppSamplers)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.CommonShaderStage`1.SetSamplers(System.Int32,System.Int32,SharpDX.ComArray{SharpDX.Direct3D10.SamplerState})">
            <summary>
              Set an array of sampler states to the shader pipeline stage.
            </summary>
            <remarks>
              Any sampler may be set to NULL; this invokes the default state, which is defined to be the following.StateDefault ValueFilterD3D10_FILTER_MIN_MAG_MIP_LINEARAddressUD3D10_TEXTURE_ADDRESS_CLAMPAddressVD3D10_TEXTURE_ADDRESS_CLAMPAddressWD3D10_TEXTURE_ADDRESS_CLAMPMipLODBias0MaxAnisotropy1ComparisonFuncD3D10_COMPARISON_NEVERBorderColor[0]1.0fBorderColor[1]1.0fBorderColor[2]1.0fBorderColor[3]1.0fMinLOD-FLT_MAXMaxLODFLT_MAX  The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.
            </remarks>
            <param name="startSlot">Index into the device's zero-based array to begin setting samplers to (ranges from 0 to D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT - 1).</param>
            <param name="numSamplers">Number of samplers in the array. Each pipeline stage has a total of 16 sampler slots available (ranges from 0 to D3D10_COMMONSHADER_SAMPLER_SLOT_COUNT - StartSlot).</param>
            <param name="samplersRef">Pointer to an array of sampler-state interfaces (see <see cref="T:SharpDX.Direct3D10.SamplerState"/>). See Remarks.</param>
            <unmanaged>void PSSetSamplers([In] UINT StartSlot,[In] UINT NumSamplers,[In, Buffer] const ID3D10SamplerState** ppSamplers)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.CommonShaderStage`1.SetConstantBuffers(System.Int32,System.Int32,SharpDX.Direct3D10.Buffer[])">
            <summary>
              Set the constant buffers used by the shader pipeline stage.
            </summary>
            <remarks>
              The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.
            </remarks>
            <param name="startSlot">Index into the device's zero-based array to begin setting constant buffers to (ranges from 0 to D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1).</param>
            <param name="numBuffers">Number of buffers to set (ranges from 0 to D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot).</param>
            <param name="constantBuffersRef">Array of constant buffers (see <see cref="T:SharpDX.Direct3D10.Buffer"/>) being given to the device.</param>
            <unmanaged>void PSSetConstantBuffers([In] UINT StartSlot,[In] UINT NumBuffers,[In, Buffer] const ID3D10Buffer** ppConstantBuffers)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.CommonShaderStage`1.SetConstantBuffers(System.Int32,System.Int32,SharpDX.ComArray{SharpDX.Direct3D10.Buffer})">
            <summary>
              Set the constant buffers used by the shader pipeline stage.
            </summary>
            <remarks>
              The method will hold a reference to the interfaces passed in. This differs from the device state behavior in Direct3D 10.
            </remarks>
            <param name="startSlot">Index into the device's zero-based array to begin setting constant buffers to (ranges from 0 to D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - 1).</param>
            <param name="numBuffers">Number of buffers to set (ranges from 0 to D3D10_COMMONSHADER_CONSTANT_BUFFER_API_SLOT_COUNT - StartSlot).</param>
            <param name="constantBuffersRef">Array of constant buffers (see <see cref="T:SharpDX.Direct3D10.Buffer"/>) being given to the device.</param>
            <unmanaged>void PSSetConstantBuffers([In] UINT StartSlot,[In] UINT NumBuffers,[In, Buffer] const ID3D10Buffer** ppConstantBuffers)</unmanaged>
        </member>
        <member name="T:SharpDX.Direct3D10.Device">
            <summary>	
            <p>The device interface represents a virtual adapter for Direct3D 10.0; it is used to perform rendering and create Direct3D resources.</p>	
            </summary>	
            <remarks>	
            <p>A device is created using <strong><see cref="M:SharpDX.Direct3D10.D3D10.CreateDevice(SharpDX.DXGI.Adapter,SharpDX.Direct3D10.DriverType,System.IntPtr,SharpDX.Direct3D10.DeviceCreationFlags,System.Int32,SharpDX.Direct3D10.Device)"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device']/*"/>	
            <msdn-id>bb173528</msdn-id>	
            <unmanaged>ID3D10Device</unmanaged>	
            <unmanaged-short>ID3D10Device</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Device.#ctor(SharpDX.Direct3D10.DriverType)">
            <summary>
              Constructor for a D3D10 Device. See <see cref="M:SharpDX.Direct3D10.D3D10.CreateDevice(SharpDX.DXGI.Adapter,SharpDX.Direct3D10.DriverType,System.IntPtr,SharpDX.Direct3D10.DeviceCreationFlags,System.Int32,SharpDX.Direct3D10.Device)"/> for more information.
            </summary>
            <param name="driverType"></param>
        </member>
        <member name="M:SharpDX.Direct3D10.Device.#ctor(SharpDX.DXGI.Adapter)">
            <summary>
              Constructor for a D3D10 Device. See <see cref="M:SharpDX.Direct3D10.D3D10.CreateDevice(SharpDX.DXGI.Adapter,SharpDX.Direct3D10.DriverType,System.IntPtr,SharpDX.Direct3D10.DeviceCreationFlags,System.Int32,SharpDX.Direct3D10.Device)"/> for more information.
            </summary>
            <param name="adapter"></param>
        </member>
        <member name="M:SharpDX.Direct3D10.Device.#ctor(SharpDX.Direct3D10.DriverType,SharpDX.Direct3D10.DeviceCreationFlags)">
            <summary>
              Constructor for a D3D10 Device. See <see cref="M:SharpDX.Direct3D10.D3D10.CreateDevice(SharpDX.DXGI.Adapter,SharpDX.Direct3D10.DriverType,System.IntPtr,SharpDX.Direct3D10.DeviceCreationFlags,System.Int32,SharpDX.Direct3D10.Device)"/> for more information.
            </summary>
            <param name="driverType"></param>
            <param name="flags"></param>
        </member>
        <member name="M:SharpDX.Direct3D10.Device.#ctor(SharpDX.DXGI.Adapter,SharpDX.Direct3D10.DeviceCreationFlags)">
            <summary>
              Constructor for a D3D10 Device. See <see cref="M:SharpDX.Direct3D10.D3D10.CreateDevice(SharpDX.DXGI.Adapter,SharpDX.Direct3D10.DriverType,System.IntPtr,SharpDX.Direct3D10.DeviceCreationFlags,System.Int32,SharpDX.Direct3D10.Device)"/> for more information.
            </summary>
            <param name="adapter"></param>
            <param name="flags"></param>
        </member>
        <member name="M:SharpDX.Direct3D10.Device.CreateWithSwapChain(SharpDX.Direct3D10.DriverType,SharpDX.Direct3D10.DeviceCreationFlags,SharpDX.DXGI.SwapChainDescription,SharpDX.Direct3D10.Device@,SharpDX.DXGI.SwapChain@)">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D10.Device" /> class along with a new <see cref = "T:SharpDX.DXGI.SwapChain" /> used for rendering.
            </summary>
            <param name = "driverType">The type of device to create.</param>
            <param name = "flags">A list of runtime layers to enable.</param>
            <param name = "swapChainDescription">Details used to create the swap chain.</param>
            <param name = "device">When the method completes, contains the created device instance.</param>
            <param name = "swapChain">When the method completes, contains the created swap chain instance.</param>
            <returns>A <see cref = "T:SharpDX.Result" /> object describing the result of the operation.</returns>
        </member>
        <member name="M:SharpDX.Direct3D10.Device.CreateWithSwapChain(SharpDX.DXGI.Adapter,SharpDX.Direct3D10.DeviceCreationFlags,SharpDX.DXGI.SwapChainDescription,SharpDX.Direct3D10.Device@,SharpDX.DXGI.SwapChain@)">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D10.Device" /> class along with a new <see cref = "T:SharpDX.DXGI.SwapChain" /> used for rendering.
            </summary>
            <param name = "adapter">The video adapter on which the device should be created.</param>
            <param name = "flags">A list of runtime layers to enable.</param>
            <param name = "swapChainDescription">Details used to create the swap chain.</param>
            <param name = "device">When the method completes, contains the created device instance.</param>
            <param name = "swapChain">When the method completes, contains the created swap chain instance.</param>
            <returns>A <see cref = "T:SharpDX.Result" /> object describing the result of the operation.</returns>
        </member>
        <member name="M:SharpDX.Direct3D10.Device.CreateWithSwapChain(SharpDX.DXGI.Adapter,SharpDX.Direct3D10.DriverType,SharpDX.Direct3D10.DeviceCreationFlags,SharpDX.DXGI.SwapChainDescription,SharpDX.Direct3D10.Device@,SharpDX.DXGI.SwapChain@)">
            <summary>
              This overload has been deprecated. Use one of the alternatives that does not take both an adapter and a driver type.
            </summary>
        </member>
        <member name="M:SharpDX.Direct3D10.Device.GetCounterMetadata(SharpDX.Direct3D10.CounterDescription)">
            <summary>
            Get the type, name, units of measure, and a description of an existing counter.	
            </summary>
            <param name="counterDescription">The counter description.</param>
            <returns>Description of the counter</returns>
        </member>
        <member name="M:SharpDX.Direct3D10.Device.GetPredication(System.Boolean@)">
            <summary>	
            Get the rendering predicate state.	
            </summary>	
            <remarks>	
            Any returned interfaces will have their reference count incremented by one. Applications should call {{IUnknown::Release}} on the returned interfaces when they are no longer needed to avoid memory leaks. 	
            </remarks>	
            <param name="predicateValue">a boolean to fill with the predicate comparison value. FALSE upon device creation. </param>
            <returns>a reference to a predicate (see <see cref="T:SharpDX.Direct3D10.Predicate"/>).</returns>
            <unmanaged>void ID3D10Device::GetPredication([Out, Optional] ID3D10Predicate** ppPredicate,[Out, Optional] BOOL* pPredicateValue)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.Device.OpenSharedResource``1(System.IntPtr)">
            <summary>
            Give a device access to a shared resource created on a different Direct3d device.
            </summary>
            <typeparam name="T">The type of the resource we are gaining access to.</typeparam>
            <param name="resourceHandle">A resource handle. See remarks.</param>
            <returns>
            This method returns a reference to the resource we are gaining access to.
            </returns>
            <remarks>
            To share a resource between two Direct3D 10 devices the resource must have been created with the  <see cref="F:SharpDX.Direct3D10.ResourceOptionFlags.Shared"/> flag, if it was created using the ID3D10Device interface.  If it was created using the IDXGIDevice interface, then the resource is always shared. The REFIID, or GUID, of the interface to the resource can be obtained by using the __uuidof() macro.  For example, __uuidof(ID3D10Buffer) will get the GUID of the interface to a buffer resource. When sharing a resource between two Direct3D 10 devices the unique handle of the resource can be obtained by querying the resource for the <see cref="T:SharpDX.DXGI.Resource"/> interface and then calling {{GetSharedHandle}}.
            <code> IDXGIResource* pOtherResource(NULL);
            hr = pOtherDeviceResource-&gt;QueryInterface( __uuidof(IDXGIResource), (void**)&amp;pOtherResource );
            HANDLE sharedHandle;
            pOtherResource-&gt;GetSharedHandle(&amp;sharedHandle); </code>
            The only resources that can be shared are 2D non-mipmapped textures. To share a resource between a Direct3D 9 device and a Direct3D 10 device the texture must have been created using  the pSharedHandle argument of {{CreateTexture}}.   The shared Direct3D 9 handle is then passed to OpenSharedResource in the hResource argument. The following code illustrates the method calls involved.
            <code> sharedHandle = NULL; // must be set to NULL to create, can use a valid handle here to open in D3D9
            pDevice9-&gt;CreateTexture(..., pTex2D_9, &amp;sharedHandle);
            ...
            pDevice10-&gt;OpenSharedResource(sharedHandle, __uuidof(ID3D10Resource), (void**)(&amp;tempResource10));
            tempResource10-&gt;QueryInterface(__uuidof(ID3D10Texture2D), (void**)(&amp;pTex2D_10));
            tempResource10-&gt;Release();
            // now use pTex2D_10 with pDevice10    </code>
            Textures being shared from D3D9 to D3D10 have the following restrictions.  Textures must be 2D Only 1 mip level is allowed Texture must have default usage Texture must be write only MSAA textures are not allowed Bind flags must have SHADER_RESOURCE and RENDER_TARGET set Only R10G10B10A2_UNORM, R16G16B16A16_FLOAT and R8G8B8A8_UNORM formats are allowed  If a shared texture is updated on one device <see cref="M:SharpDX.Direct3D10.Device.Flush"/> must be called on that device.
            </remarks>
            <unmanaged>HRESULT ID3D10Device::OpenSharedResource([In] void* hResource,[In] GUID* ReturnedInterface,[Out, Optional] void** ppResource)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.Device.CopyResource(SharpDX.Direct3D10.Resource,SharpDX.Direct3D10.Resource)">
            <summary>	
            Copy the entire contents of the source resource to the destination resource using the GPU. 	
            </summary>	
            <remarks>	
            This method is unusual in that it causes the GPU to perform the copy operation (similar to a memcpy by the CPU). As a result, it has a few restrictions designed for improving performance. For instance, the source and destination resources:  Must be different resources. Must be the same {{type}}. Must have identical dimensions (including width, height, depth, and size as appropriate). Will only be copied. CopyResource does not support any stretch, color key, blend, or format conversions. Must have compatible {{formats}}, which means the formats must be identical or at least from the same type group. For example, a DXGI_FORMAT_R32G32B32_FLOAT texture can be copied to an DXGI_FORMAT_R32G32B32_UINT texture since both of these formats are in the DXGI_FORMAT_R32G32B32_TYPELESS group. May not be currently {{mapped}}.   {{Immutable}}, and {{depth-stencil}} resources cannot be used as a destination.  Resources created with {{multisampling capability}} cannot be used as either a source or destination. The method is an asynchronous call which may be added to the command-buffer queue. This attempts to remove pipeline stalls that may occur when copying data. See {{performance considerations}} for more details. An application that only needs to copy a portion of the data in a resource should use <see cref="M:SharpDX.Direct3D10.Device.CopySubresourceRegion_(SharpDX.Direct3D10.Resource,System.Int32,System.Int32,System.Int32,System.Int32,SharpDX.Direct3D10.Resource,System.Int32,System.Nullable{SharpDX.Direct3D10.ResourceRegion})"/> instead.   Differences between Direct3D 10 and Direct3D 10.1: Direct3D 10.1 enables depth-stencil resources to be used as either a source or destination. Direct3D 10.1 enables multisampled resources to be used as source and destination only if both source and destination have identical multisampled count and quality. If source and destination differ in multisampled count and quality or if the source is multisampled and the destination is not multisampled (or vice versa), the call to ID3D10Device::CopyResource fails. It is possible to copy between prestructured+typed resources and block-compressed textures. See {{Format Conversion using Direct3D 10.1}}.   ? 	
            </remarks>	
            <param name="source">A reference to the source resource (see <see cref="T:SharpDX.Direct3D10.Resource"/>). </param>
            <param name="destination">A reference to the destination resource (see <see cref="T:SharpDX.Direct3D10.Resource"/>). </param>
            <unmanaged>void ID3D10Device::CopyResource([In] ID3D10Resource* pDstResource,[In] ID3D10Resource* pSrcResource)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.Device.CopySubresourceRegion(SharpDX.Direct3D10.Resource,System.Int32,System.Nullable{SharpDX.Direct3D10.ResourceRegion},SharpDX.Direct3D10.Resource,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>	
            Copy a region from a source resource to a destination resource.	
            </summary>	
            <remarks>	
            The source box must be within the size of the source resource. The destination location is an absolute value (not a relative value). The destination location can be offset from the source location; however, the size of the region to copy (including the destination location) must fit in the destination resource. If the resources are buffers, all coordinates are in bytes; if the resources are textures, all coordinates are in texels.   {{D3D10CalcSubresource}} is a helper function for calculating subresource indexes. CopySubresourceRegion performs the copy on the GPU (similar to a memcpy by the CPU). As a consequence, the source and destination resources must meet the following criteria:  Must be different subresources (although they can be from the same resource). Must be the same {{type}}. Must have compatible {{formats}} (the formats must either be identical or be from the same type group). For example, a DXGI_FORMAT_R32G32B32_FLOAT texture can be copied to an DXGI_FORMAT_R32G32B32_UINT texture because both of these formats are in the DXGI_FORMAT_R32G32B32_TYPELESS group. May not be currently {{mapped}}.  CopySubresourceRegion supports only copy; it does not support any stretch, color key, blend, or format conversions. An application that needs to copy an entire resource should use <see cref="M:SharpDX.Direct3D10.Device.CopyResource_(SharpDX.Direct3D10.Resource,SharpDX.Direct3D10.Resource)"/> instead. CopySubresourceRegion is an asynchronous call that the runtime can add  to the command-buffer queue. This asynchronous behaviorattempts to remove pipeline stalls that may occur when copying data. See {{performance considerations}} for more details.   Differences between Direct3D 10 and Direct3D 10.1: Direct3D 10 has the following limitations:  You cannot use a depth-stencil resource as a destination. You cannot use an immutable resource as a destination. You cannot use a multisampled texture as either a source or a destination  Direct3D 10.1 has added support for the following features:  You can use a depth-stencil buffer as a source or a destination. You can use multisampled resources as  source and destination only if both source and destination have identical multisampled count and quality. If source and destination differ in multisampled count and quality or if the source is multisampled and the destination is not multisampled (or vice versa), the call to ID3D10Device::CopySubresourceRegion fails. You can copy between uncompressed and compressed resources. During copy, the format conversions that are specified in  {{Format Conversion using Direct3D 10.1}} are supported automatically. The uncompressed resource must be at least prestructured, and typed. You must also account for the difference between the virtual and the physical size of the mipmaps levels.    ? Note??If you use CopySubresourceRegion with a depth-stencil buffer or a multisampled resource, you must copy the whole subresource. You must also pass 0 to the DstX, DstY, and DstZ parameters and NULL to the pSrcBox parameter. In addition, source and destination resources, which are represented by the pSrcResource and pDstResource parameters respectively, must have identical sample count values. Example The following code snippet copies a box (located at (120,100),(200,220)) from a source texture into a reqion (130,120),(210,240) in a destination texture. 	
            <code> D3D10_BOX sourceRegion;	
            sourceRegion.left = 120;	
            sourceRegion.right = 200;	
            sourceRegion.top = 100;	
            sourceRegion.bottom = 220;	
            sourceRegion.front = 0;	
            sourceRegion.back = 1; pd3dDevice-&gt;CopySubresourceRegion( pDestTexture, 0, 130, 120, 0, pSourceTexture, 0, &amp;sourceRegion ); </code>	
            	
             Notice that, for a 2D texture, front and back are always set to 0 and 1 respectively. 	
            </remarks>	
            <param name="source">A reference to the source resource (see <see cref="T:SharpDX.Direct3D10.Resource"/>). </param>
            <param name="sourceSubresource">index of the source. </param>
            <param name="sourceRegion">A 3D box (see <see cref="T:SharpDX.Direct3D10.ResourceRegion"/>) that defines the source subresources that can be copied. If NULL, the entire source subresource is copied. The box must fit within the source resource. </param>
            <param name="destination">A reference to the destination resource (see <see cref="T:SharpDX.Direct3D10.Resource"/>). </param>
            <param name="destinationSubResource">index of the destination. </param>
            <param name="dstX">The x coordinate of the upper left corner of the destination region. </param>
            <param name="dstY">The y coordinate of the upper left corner of the destination region. </param>
            <param name="dstZ">The z coordinate of the upper left corner of the destination region. For a 1D or 2D subresource, this must be zero. </param>
            <unmanaged>void ID3D10Device::CopySubresourceRegion([In] ID3D10Resource* pDstResource,[In] int DstSubresource,[In] int DstX,[In] int DstY,[In] int DstZ,[In] ID3D10Resource* pSrcResource,[In] int SrcSubresource,[In, Optional] const D3D10_BOX* pSrcBox)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.Device.ResolveSubresource(SharpDX.Direct3D10.Resource,System.Int32,SharpDX.Direct3D10.Resource,System.Int32,SharpDX.DXGI.Format)">
            <summary>	
            Copy a multisampled resource into a non-multisampled resource. This API is most useful when re-using the resulting rendertarget of one render pass as an input to a second render pass.	
            </summary>	
            <remarks>	
            Both the source and destination resources must be the same {{resource type}} and have the same dimensions. The source and destination must have compatible formats. There are three scenarios for this:  ScenarioRequirements Source and destination are prestructured and typedBoth the source and destination must have identical formats and that format must be specified in the Format parameter. One resource is prestructured and typed and the other is prestructured and typelessThe typed resource must have a format that is compatible with the typeless resource (i.e. the typed resource is DXGI_FORMAT_R32_FLOAT and the typeless resource is DXGI_FORMAT_R32_TYPELESS). The format of the typed resource must be specified in the Format parameter. Source and destination are prestructured and typelessBoth the source and desintation must have the same typeless format (i.e. both must have DXGI_FORMAT_R32_TYPELESS), and the Format parameter must specify a format that is compatible with the source and destination (i.e. if both are DXGI_FORMAT_R32_TYPELESS then DXGI_FORMAT_R32_FLOAT or DXGI_FORMAT_R32_UINT could be specified in the Format parameter).  ? 	
            </remarks>	
            <param name="source">Source resource. Must be multisampled. </param>
            <param name="sourceSubresource">The source subresource of the source resource. </param>
            <param name="destination">Destination resource. Must be a created with the <see cref="F:SharpDX.Direct3D10.ResourceUsage.Default"/> flag and be single-sampled. See <see cref="T:SharpDX.Direct3D10.Resource"/>. </param>
            <param name="destinationSubresource">A zero-based index, that identifies the destination subresource. See {{D3D10CalcSubresource}} for more details. </param>
            <param name="format">that indicates how the multisampled resource will be resolved to a single-sampled resource. See remarks. </param>
            <unmanaged>void ID3D10Device::ResolveSubresource([In] ID3D10Resource* pDstResource,[In] int DstSubresource,[In] ID3D10Resource* pSrcResource,[In] int SrcSubresource,[In] DXGI_FORMAT Format)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.Device.UpdateSubresource``1(``0@,SharpDX.Direct3D10.Resource,System.Int32,System.Int32,System.Int32)">
            <summary>
            Copies data from the CPU to to a non-mappable subresource region.
            </summary>
            <typeparam name="T">Type of the data to upload</typeparam>
            <param name="data">A reference to the data to upload.</param>
            <param name="resource">The destination resource.</param>
            <param name="subresource">The destination subresource.</param>
            <param name="rowPitch">The row pitch.</param>
            <param name="depthPitch">The depth pitch.</param>
        </member>
        <member name="M:SharpDX.Direct3D10.Device.UpdateSubresource``1(``0[],SharpDX.Direct3D10.Resource,System.Int32,System.Int32,System.Int32)">
            <summary>
            Copies data from the CPU to to a non-mappable subresource region.
            </summary>
            <typeparam name="T">Type of the data to upload</typeparam>
            <param name="data">A reference to the data to upload.</param>
            <param name="resource">The destination resource.</param>
            <param name="subresource">The destination subresource.</param>
            <param name="rowPitch">The row pitch.</param>
            <param name="depthPitch">The depth pitch.</param>
        </member>
        <member name="M:SharpDX.Direct3D10.Device.UpdateSubresource(SharpDX.DataBox,SharpDX.Direct3D10.Resource,System.Int32)">
            <summary>
            Copies data from the CPU to to a non-mappable subresource region.
            </summary>
            <param name="source">The source data.</param>
            <param name="resource">The destination resource.</param>
            <param name="subresource">The destination subresource.</param>
        </member>
        <member name="M:SharpDX.Direct3D10.Device.UpdateSubresource(SharpDX.DataBox,SharpDX.Direct3D10.Resource,System.Int32,SharpDX.Direct3D10.ResourceRegion)">
            <summary>
            Copies data from the CPU to to a non-mappable subresource region.
            </summary>
            <param name="source">The source data.</param>
            <param name="resource">The destination resource.</param>
            <param name="subresource">The destination subresource.</param>
            <param name="region">The destination region within the resource.</param>
        </member>
        <member name="M:SharpDX.Direct3D10.Device.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.Device"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D10.Device.op_Explicit(System.IntPtr)~SharpDX.Direct3D10.Device">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D10.Device"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D10.Device.NativePointerUpdated(System.IntPtr)">
            <summary>Update nested inner interfaces pointer</summary>
        </member>
        <member name="M:SharpDX.Direct3D10.Device.DrawIndexed(System.Int32,System.Int32,System.Int32)">
            <summary>	
            <p>Draw indexed, non-instanced primitives.</p>	
            </summary>	
            <param name="indexCount"><dd>  <p>Number of indices to draw.</p> </dd></param>	
            <param name="startIndexLocation"><dd>  <p>Index of the first index to use when accesssing the vertex buffer; begin at <em>StartIndexLocation</em> to index vertices from the vertex buffer.</p> </dd></param>	
            <param name="baseVertexLocation"><dd>  <p>Offset from the start of the vertex buffer to the first vertex.</p> </dd></param>	
            <remarks>	
            <p>A draw API submits work to the rendering pipeline.</p><p>If the sum of both indices is negative, the result of the function call is undefined.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::DrawIndexed']/*"/>	
            <msdn-id>bb173565</msdn-id>	
            <unmanaged>void ID3D10Device::DrawIndexed([In] unsigned int IndexCount,[In] unsigned int StartIndexLocation,[In] int BaseVertexLocation)</unmanaged>	
            <unmanaged-short>ID3D10Device::DrawIndexed</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Device.Draw(System.Int32,System.Int32)">
            <summary>	
            <p>Draw non-indexed, non-instanced primitives.</p>	
            </summary>	
            <param name="vertexCount"><dd>  <p>Number of vertices to draw.</p> </dd></param>	
            <param name="startVertexLocation"><dd>  <p>Index of the first vertex, which is usually an offset in a vertex buffer; it could also be used as the first vertex id generated for a shader parameter marked with the <strong>SV_TargetId</strong>?system-value semantic.</p> </dd></param>	
            <remarks>	
            <p>A draw API submits work to the rendering pipeline.</p><p>The vertex data for a draw call normally comes from a vertex buffer that is bound to the pipeline. However, you could also provide the vertex data from a shader that has vertex data marked with the <strong>SV_VertexId</strong>?system-value semantic.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::Draw']/*"/>	
            <msdn-id>bb173563</msdn-id>	
            <unmanaged>void ID3D10Device::Draw([In] unsigned int VertexCount,[In] unsigned int StartVertexLocation)</unmanaged>	
            <unmanaged-short>ID3D10Device::Draw</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Device.DrawIndexedInstanced(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>	
            <p>Draw indexed, instanced primitives.</p>	
            </summary>	
            <param name="indexCountPerInstance"><dd>  <p>Size of the index buffer used in each instance.</p> </dd></param>	
            <param name="instanceCount"><dd>  <p>Number of instances to draw.</p> </dd></param>	
            <param name="startIndexLocation"><dd>  <p>Index of the first index.</p> </dd></param>	
            <param name="baseVertexLocation"><dd>  <p>Index of the first vertex. The index is signed, which allows a negative index. If the negative index plus the index value from the index buffer are less than 0, the result is undefined.</p> </dd></param>	
            <param name="startInstanceLocation"><dd>  <p>Index of the first instance.</p> </dd></param>	
            <remarks>	
            <p>A draw API submits work to the rendering pipeline.</p><p>Instancing may extend performance by reusing the same geometry to draw multiple objects in a scene. One example of instancing could be to draw the same object with different positions and colors. Indexing requires multiple vertex buffers: at least one for per-vertex data and a second buffer for per-instance data. For an example of instancing, see the Instancing10 Sample.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::DrawIndexedInstanced']/*"/>	
            <msdn-id>bb173566</msdn-id>	
            <unmanaged>void ID3D10Device::DrawIndexedInstanced([In] unsigned int IndexCountPerInstance,[In] unsigned int InstanceCount,[In] unsigned int StartIndexLocation,[In] int BaseVertexLocation,[In] unsigned int StartInstanceLocation)</unmanaged>	
            <unmanaged-short>ID3D10Device::DrawIndexedInstanced</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Device.DrawInstanced(System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>	
            <p>Draw non-indexed, instanced primitives.</p>	
            </summary>	
            <param name="vertexCountPerInstance"><dd>  <p>Number of vertices to draw.</p> </dd></param>	
            <param name="instanceCount"><dd>  <p>Number of instances to draw.</p> </dd></param>	
            <param name="startVertexLocation"><dd>  <p>Index of the first vertex.</p> </dd></param>	
            <param name="startInstanceLocation"><dd>  <p>Index of the first instance.</p> </dd></param>	
            <remarks>	
            <p>A draw API submits work to the rendering pipeline.</p><p>Instancing may extend performance by reusing the same geometry to draw multiple objects in a scene. One example of instancing could be to draw the same object with different positions and colors. For an example of instancing, see the Instancing10 Sample.</p><p>The vertex data for an instanced draw call normally comes from a vertex buffer that is bound to the pipeline. However, you could also provide the vertex data from a shader that has instanced data identified with a system-value semantic (SV_InstanceID).</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::DrawInstanced']/*"/>	
            <msdn-id>bb173567</msdn-id>	
            <unmanaged>void ID3D10Device::DrawInstanced([In] unsigned int VertexCountPerInstance,[In] unsigned int InstanceCount,[In] unsigned int StartVertexLocation,[In] unsigned int StartInstanceLocation)</unmanaged>	
            <unmanaged-short>ID3D10Device::DrawInstanced</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Device.SetPredication(SharpDX.Direct3D10.Predicate,SharpDX.Bool)">
            <summary>	
            <p>Set a rendering predicate.</p>	
            </summary>	
            <param name="predicateRef"><dd>  <p>Pointer to a predicate (see <strong><see cref="T:SharpDX.Direct3D10.Predicate"/></strong>). A <strong><c>null</c></strong> value indicates "no" predication; in this case, the value of PredicateValue is irrelevent but will be preserved for <strong><see cref="M:SharpDX.Direct3D10.Device.GetPredication(System.Boolean@)"/></strong>.</p> </dd></param>	
            <param name="predicateValue"><dd>  <p>If <strong>TRUE</strong>, rendering will be affected by when the predicate's conditions are met. If <strong><see cref="F:SharpDX.Result.False"/></strong>, rendering will be affected when the conditions are not met.</p> </dd></param>	
            <remarks>	
            <p>The predicate must be in the "issued" or "signaled" state to be used for predication. While the predicate is set for predication, calls to <strong><see cref="M:SharpDX.Direct3D10.Asynchronous.Begin"/></strong> and <strong><see cref="M:SharpDX.Direct3D10.Asynchronous.End"/></strong> are invalid.</p><p>This method is used to denote that subsequent rendering and resource manipulation commands are not actually performed if the resulting Predicate data of the Predicate is equal to the PredicateValue. However, some Predicates are only hints, so they may not actually prevent operations from being performed. </p><p>The primary usefulness of Predication is to allow an application to issue graphics commands without taking the performance hit of spinning, waiting for <strong><see cref="M:SharpDX.Direct3D10.Asynchronous.GetData"/></strong> to return. So, Predication can occur while <strong><see cref="M:SharpDX.Direct3D10.Asynchronous.GetData"/></strong> returns S_FALSE. Another way to think of it: an application can also use Predication as a fallback, if it is possible that <strong><see cref="M:SharpDX.Direct3D10.Asynchronous.GetData"/></strong> returns S_FALSE. If <strong><see cref="M:SharpDX.Direct3D10.Asynchronous.GetData"/></strong> returns <see cref="F:SharpDX.Result.Ok"/>, the application can skip calling the graphics commands manually with it's own application logic.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::SetPredication']/*"/>	
            <msdn-id>bb173615</msdn-id>	
            <unmanaged>void ID3D10Device::SetPredication([In, Optional] ID3D10Predicate* pPredicate,[In] BOOL PredicateValue)</unmanaged>	
            <unmanaged-short>ID3D10Device::SetPredication</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Device.DrawAuto">
            <summary>	
            <p>Draw geometry of an unknown size that was created by the geometry shader stage. See remarks.</p>	
            </summary>	
            <remarks>	
            <p>A draw API submits work to the rendering pipeline.</p><p>After data has been streamed out to SO stage buffers, those buffers can be again bound to the Input Assembler stage at input slot 0 and DrawAuto will draw them without the application needing to know the amount of data that was written to the buffers. A measurement of the amount of data written to the SO stage buffers is maintained internally when the data is streamed out. This means that the CPU does not need to fetch the measurement before re-binding the data that was streamed as input data. Although this amount is tracked internally, it is still the responsibility of applications to use input layouts to describe the format of the data in the SO stage buffers so that the layouts are available when the buffers are again bound to the input assembler.</p><p>The following diagram shows the DrawAuto process.</p><p></p><p>Calling DrawAuto does not change the state of the streaming-output buffers that were bound again as inputs.</p><p>DrawAuto only works when drawing with one input buffer bound as an input to the IA stage at slot 0. Applications must create the SO buffer resource with both binding flags, <strong><see cref="F:SharpDX.Direct3D10.BindFlags.VertexBuffer"/></strong> and <strong><see cref="F:SharpDX.Direct3D10.BindFlags.StreamOutput"/></strong>.</p><p>This API does not support indexing or instancing.</p><p>If an application needs to retrieve the size of the streaming-output buffer, it can query for statistics on streaming output by using <strong><see cref="F:SharpDX.Direct3D10.QueryType.StreamOutputStatistics"/></strong>.</p><p>Example of using DrawAuto can be found in the ParticlesGS Sample and PipesGS Sample.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::DrawAuto']/*"/>	
            <msdn-id>bb173564</msdn-id>	
            <unmanaged>void ID3D10Device::DrawAuto()</unmanaged>	
            <unmanaged-short>ID3D10Device::DrawAuto</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Device.CopySubresourceRegion_(SharpDX.Direct3D10.Resource,System.Int32,System.Int32,System.Int32,System.Int32,SharpDX.Direct3D10.Resource,System.Int32,System.Nullable{SharpDX.Direct3D10.ResourceRegion})">
            <summary>	
            <p>Copy a region from a source resource to a destination resource.</p>	
            </summary>	
            <param name="dstResourceRef"><dd>  <p>A reference to the destination resource (see <strong><see cref="T:SharpDX.Direct3D10.Resource"/></strong>).</p> </dd></param>	
            <param name="dstSubresource"><dd>  <p> Subresource index of the destination.</p> </dd></param>	
            <param name="dstX"><dd>  <p>The x coordinate of the upper left corner of the destination region.</p> </dd></param>	
            <param name="dstY"><dd>  <p>The y coordinate of the upper left corner of the destination region.</p> </dd></param>	
            <param name="dstZ"><dd>  <p>The z coordinate of the upper left corner of the destination region. For a 1D or 2D subresource, this must be zero.</p> </dd></param>	
            <param name="srcResourceRef"><dd>  <p>A reference to the source resource (see <strong><see cref="T:SharpDX.Direct3D10.Resource"/></strong>).</p> </dd></param>	
            <param name="srcSubresource"><dd>  <p> Subresource index of the source.</p> </dd></param>	
            <param name="srcBoxRef"><dd>  <p>A 3D box (see <strong><see cref="T:SharpDX.Direct3D10.ResourceRegion"/></strong>) that defines the source subresources that can be copied. If <strong><c>null</c></strong>, the entire source subresource is copied. The box must fit within the source resource.</p> </dd></param>	
            <remarks>	
            <p>The source box must be within the size of the source resource. The destination location is an absolute value (not a relative value). The destination location can be offset from the source location; however, the size of the region to copy (including the destination location) must fit in the destination resource.</p><p>If the resources are buffers, all coordinates are in bytes; if the resources are textures, all coordinates are in texels. </p><p> <strong>D3D10CalcSubresource</strong> is a helper function for calculating subresource indexes.</p><p><strong>CopySubresourceRegion</strong> performs the copy on the GPU (similar to a memcpy by the CPU). As a consequence, the source and destination resources must meet the following criteria:</p><ul> <li>Must be different subresources (although they can be from the same resource).</li> <li>Must be the same type.</li> <li>Must have compatible <strong>formats</strong> (the formats must either be identical or be from the same type group). For example, a <see cref="F:SharpDX.DXGI.Format.R32G32B32_Float"/> texture can be copied to an <see cref="F:SharpDX.DXGI.Format.R32G32B32_UInt"/> texture because both of these formats are in the <see cref="F:SharpDX.DXGI.Format.R32G32B32_Typeless"/> group.</li> <li>May not be currently mapped.</li> </ul><p><strong>CopySubresourceRegion</strong> supports only copy; it does not support any stretch, color key, blend, or format conversions. An application that needs to copy an entire resource should use <strong><see cref="M:SharpDX.Direct3D10.Device.CopyResource_(SharpDX.Direct3D10.Resource,SharpDX.Direct3D10.Resource)"/></strong> instead.</p><p><strong>CopySubresourceRegion</strong> is an asynchronous call that the runtime can add  to the command-buffer queue. This asynchronous behaviorattempts to remove pipeline stalls that may occur when copying data. See performance considerations for more details.</p><table> <tr><td> <p>Differences between Direct3D 10 and Direct3D 10.1:</p> <p>Direct3D 10 has the following limitations:</p> <ul> <li>You cannot use a depth-stencil resource as a destination.</li> <li>You cannot use an immutable resource as a destination.</li> <li>You cannot use a multisampled texture as either a source or a destination</li> </ul> <p>Direct3D 10.1 has added support for the following features:</p> <ul> <li>You can use a depth-stencil buffer as a source or a destination.</li> <li>You can use multisampled resources as  source and destination only if both source and destination have identical multisampled count and quality. If source and destination differ in multisampled count and quality or if the source is multisampled and the destination is not multisampled (or vice versa), the call to <strong><see cref="M:SharpDX.Direct3D10.Device.CopySubresourceRegion_(SharpDX.Direct3D10.Resource,System.Int32,System.Int32,System.Int32,System.Int32,SharpDX.Direct3D10.Resource,System.Int32,System.Nullable{SharpDX.Direct3D10.ResourceRegion})"/></strong> fails.</li> <li>You can copy between uncompressed and compressed resources. During copy, the format conversions that are specified in  Format Conversion using Direct3D 10.1 are supported automatically. The uncompressed resource must be at least prestructured, and typed. You must also account for the difference between the virtual and the physical size of the mipmaps levels.</li> </ul> </td></tr> </table><p>?</p><p><strong>Note</strong>??If you use <strong>CopySubresourceRegion</strong> with a depth-stencil buffer or a multisampled resource, you must copy the whole subresource. You must also pass 0 to the <em>DstX</em>, <em>DstY</em>, and <em>DstZ</em> parameters and <strong><c>null</c></strong> to the <em>pSrcBox</em> parameter. In addition, source and destination resources, which are represented by the <em>pSrcResource</em> and <em>pDstResource</em> parameters respectively, must have identical sample count values.</p>Example<p>The following code snippet copies a box (located at (120,100),(200,220)) from a source texture into a reqion (130,120),(210,240) in a destination texture.</p><pre><code> <see cref="T:SharpDX.Direct3D10.ResourceRegion"/> sourceRegion;	
            sourceRegion.left = 120;	
            sourceRegion.right = 200;	
            sourceRegion.top = 100;	
            sourceRegion.bottom = 220;	
            sourceRegion.front = 0;	
            sourceRegion.back = 1; pd3dDevice-&gt;CopySubresourceRegion( pDestTexture, 0, 130, 120, 0, pSourceTexture, 0, &amp;sourceRegion );	
            </code></pre><p>Notice that, for a 2D texture, front and back are always set to 0 and 1 respectively.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::CopySubresourceRegion']/*"/>	
            <msdn-id>Bb173542</msdn-id>	
            <unmanaged>void ID3D10Device::CopySubresourceRegion([In] ID3D10Resource* pDstResource,[In] unsigned int DstSubresource,[In] unsigned int DstX,[In] unsigned int DstY,[In] unsigned int DstZ,[In] ID3D10Resource* pSrcResource,[In] unsigned int SrcSubresource,[In, Optional] const D3D10_BOX* pSrcBox)</unmanaged>	
            <unmanaged-short>ID3D10Device::CopySubresourceRegion</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Device.CopyResource_(SharpDX.Direct3D10.Resource,SharpDX.Direct3D10.Resource)">
            <summary>	
            <p>Copy the entire contents of the source resource to the destination resource using the GPU. </p>	
            </summary>	
            <param name="dstResourceRef"><dd>  <p>A reference to the destination resource (see <strong><see cref="T:SharpDX.Direct3D10.Resource"/></strong>).</p> </dd></param>	
            <param name="srcResourceRef"><dd>  <p>A reference to the source resource (see <strong><see cref="T:SharpDX.Direct3D10.Resource"/></strong>).</p> </dd></param>	
            <remarks>	
            <p>This method is unusual in that it causes the GPU to perform the copy operation (similar to a memcpy by the CPU). As a result, it has a few restrictions designed for improving performance. For instance, the source and destination resources:</p><ul> <li>Must be different resources.</li> <li>Must be the same type.</li> <li>Must have identical dimensions (including width, height, depth, and size as appropriate).</li> <li>Will only be copied. CopyResource does not support any stretch, color key, blend, or format conversions.</li> <li>Must have compatible <strong>formats</strong>, which means the formats must be identical or at least from the same type group. For example, a <see cref="F:SharpDX.DXGI.Format.R32G32B32_Float"/> texture can be copied to an <see cref="F:SharpDX.DXGI.Format.R32G32B32_UInt"/> texture since both of these formats are in the <see cref="F:SharpDX.DXGI.Format.R32G32B32_Typeless"/> group.</li> <li>May not be currently mapped.</li> </ul><p> <strong>Immutable</strong>, and <strong>depth-stencil</strong> resources cannot be used as a destination.  Resources created with <strong>multisampling capability</strong> cannot be used as either a source or destination.</p><p>The method is an asynchronous call which may be added to the command-buffer queue. This attempts to remove pipeline stalls that may occur when copying data. See performance considerations for more details.</p><p>An application that only needs to copy a portion of the data in a resource should use <strong><see cref="M:SharpDX.Direct3D10.Device.CopySubresourceRegion_(SharpDX.Direct3D10.Resource,System.Int32,System.Int32,System.Int32,System.Int32,SharpDX.Direct3D10.Resource,System.Int32,System.Nullable{SharpDX.Direct3D10.ResourceRegion})"/></strong> instead.</p><table> <tr><td> <p>Differences between Direct3D 10 and Direct3D 10.1:</p> <p>Direct3D 10.1 enables depth-stencil resources to be used as either a source or destination. Direct3D 10.1 enables multisampled resources to be used as source and destination only if both source and destination have identical multisampled count and quality. If source and destination differ in multisampled count and quality or one of them is multisampled and the other is not multisampled, the call to <strong><see cref="M:SharpDX.Direct3D10.Device.CopyResource_(SharpDX.Direct3D10.Resource,SharpDX.Direct3D10.Resource)"/></strong> fails.</p> <p>It is possible to copy between prestructured+typed resources and block-compressed textures. See Format Conversion using Direct3D 10.1.</p> </td></tr> </table><p>?</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::CopyResource']/*"/>	
            <msdn-id>bb173541</msdn-id>	
            <unmanaged>void ID3D10Device::CopyResource([In] ID3D10Resource* pDstResource,[In] ID3D10Resource* pSrcResource)</unmanaged>	
            <unmanaged-short>ID3D10Device::CopyResource</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Device.UpdateSubresource(SharpDX.Direct3D10.Resource,System.Int32,System.Nullable{SharpDX.Direct3D10.ResourceRegion},System.IntPtr,System.Int32,System.Int32)">
            <summary>	
            <p>The CPU copies data from memory to a subresource created in non-mappable memory. See remarks.</p>	
            </summary>	
            <param name="dstResourceRef">No documentation.</param>	
            <param name="dstSubresource">No documentation.</param>	
            <param name="dstBoxRef">No documentation.</param>	
            <param name="srcDataRef">No documentation.</param>	
            <param name="srcRowPitch">No documentation.</param>	
            <param name="srcDepthPitch">No documentation.</param>	
            <remarks>	
            <p>For a shader-constant buffer; set pDstBox to <strong><c>null</c></strong>. It is not possible to use this method to partially update a shader-constant buffer.</p><p>A resource cannot be used as a destination if:</p><ul> <li>the resource is created with <strong>immutable</strong> or <strong>dynamic</strong> usage.</li> <li>the resource is created as a depth-stencil resource.</li> <li>the resource is created with multisampling capability (see <strong><see cref="T:SharpDX.DXGI.SampleDescription"/></strong>).</li> </ul><p>When UpdateSubresource returns, the application is free to change or even free the data pointed to by pSrcData because the method has already copied/snapped away the original contents.</p><p>The performance of UpdateSubresource depends on whether or not there is contention for the destination resource. For example, contention for a vertex buffer resource occurs when the application executes a Draw call and later calls UpdateSubresource on the same vertex buffer before the Draw call is actually executed by the GPU.</p><ul> <li>When there is contention for the resource, UpdateSubresource will perform 2 copies of the source data. First, the data is copied by the CPU to a temporary storage space accessible by the command buffer. This copy happens before the method returns.  A second copy is then performed by the GPU to copy the source data into non-mappable memory. This second copy happens asynchronously because it is executed by GPU when the command buffer is flushed.</li> <li>When there is no resource contention, the behavior of UpdateSubresource is dependent on which is faster (from the CPU's perspective): copying the data to the command buffer and then having a second copy execute when the command buffer is flushed, or having the CPU copy the data to the final resource location. This is dependent on the architecture of the underlying system.</li> </ul><p>To better understand the source row pitch and source depth pitch parameters, consider the following illustration of a 3D volume texture.</p><p></p><p>Each block in this visual represents an element of data, and the size of each element is dependent on the resource's format. For example, if the resource format is <see cref="F:SharpDX.DXGI.Format.R32G32B32A32_Float"/>, then the size of each element would be 128 bits, or 16 bytes. This 3D volume texture has a width of two, a height of three, and a depth of four.</p><p>To calculate the source row pitch and source depth pitch for a given resource, use the following formulas:</p><ul> <li>Source Row Pitch = [size of one element in bytes] * [number of elements in one row]</li> <li>Source Depth Pitch = [Source Row Pitch] * [number of rows (height)]</li> </ul><p>In the case of this example 3D volume texture where the size of each element is 16 bytes, the formulas are as follows:</p><ul> <li>Source Row Pitch = 16 * 2 = 32</li> <li>Source Depth Pitch = 16 * 2 * 3 = 96</li> </ul><p>The following illustration shows the resource as it is laid out in memory.</p><p></p><p>For example, the following code snippet shows how to specify a destination region in a 2D texture. Assume the destination texture is 512x512 and the operation will copy the data pointed to by pData to  [(120,100)..(200,220)] in the destination texture. Also assume that rowPitch has been initialized with the proper value (as explained above). Front and back are set to 0 and 1 respectively, because by having front equal to back, the box is technically empty.</p><pre><code> <see cref="T:SharpDX.Direct3D10.ResourceRegion"/> destRegion;	
            destRegion.left = 120;	
            destRegion.right = 200;	
            destRegion.top = 100;	
            destRegion.bottom = 220;	
            destRegion.front = 0;	
            destRegion.back = 1; pd3dDevice-&gt;UpdateSubresource( pDestTexture, 0, &amp;destRegion, pData, rowPitch, 0 );	
            </code></pre><p>The 1D case is similar. The following snippet shows how to specify a destination region in a 1D texture. Use the same assumptions as above, except that the texture is 512 in length.</p><pre><code> <see cref="T:SharpDX.Direct3D10.ResourceRegion"/> destRegion;	
            destRegion.left = 120	
            destRegion.right = 200;	
            destRegion.top = 0;	
            destRegion.bottom = 1;	
            destRegion.front = 0;	
            destRegion.back = 1; pd3dDevice-&gt;UpdateSubresource( pDestTexture, 0, &amp;destRegion, pData, rowPitch, 0 );	
            </code></pre><table> <tr><td> <p>Differences between Direct3D 10 and Direct3D 10.1:</p> <p>Direct3D 10.1 enables depth-stencil resources to be used as either a source or destination.</p> </td></tr> </table><p>?</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::UpdateSubresource']/*"/>	
            <msdn-id>bb173621</msdn-id>	
            <unmanaged>void ID3D10Device::UpdateSubresource([In] ID3D10Resource* pDstResource,[In] unsigned int DstSubresource,[In, Optional] const D3D10_BOX* pDstBox,[In] const void* pSrcData,[In] unsigned int SrcRowPitch,[In] unsigned int SrcDepthPitch)</unmanaged>	
            <unmanaged-short>ID3D10Device::UpdateSubresource</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Device.ClearRenderTargetView(SharpDX.Direct3D10.RenderTargetView,SharpDX.Color4)">
            <summary>	
            <p>Set all the elements in a render target to one value.</p>	
            </summary>	
            <param name="renderTargetViewRef"><dd>  <p>Pointer to the rendertarget.</p> </dd></param>	
            <param name="colorRGBA"><dd>  <p>A 4-component array that represents the color to fill the render target with.</p> </dd></param>	
            <remarks>	
            <p>Applications that wish to clear a render target to a specific integer value bit pattern should render a screen-aligned quad instead of using this method.  The reason for this is because this method accepts as input a floating point value, which may not have the same bit pattern as the original integer.</p><table> <tr><td> <p>Differences between Direct3D 9 and Direct3D 10:</p> <p>Unlike Direct3D 9, the full extent of the resource view is always cleared. Viewport and scissor settings are not applied.</p> </td></tr> </table><p>?</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::ClearRenderTargetView']/*"/>	
            <msdn-id>bb173539</msdn-id>	
            <unmanaged>void ID3D10Device::ClearRenderTargetView([In] ID3D10RenderTargetView* pRenderTargetView,[In] const SHARPDX_COLOR4* ColorRGBA)</unmanaged>	
            <unmanaged-short>ID3D10Device::ClearRenderTargetView</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Device.ClearDepthStencilView(SharpDX.Direct3D10.DepthStencilView,SharpDX.Direct3D10.DepthStencilClearFlags,System.Single,System.Byte)">
            <summary>	
            <p>Clears the depth-stencil resource.</p>	
            </summary>	
            <param name="depthStencilViewRef"><dd>  <p>Pointer to the depth stencil to be cleared.</p> </dd></param>	
            <param name="clearFlags"><dd>  <p>Which parts of the buffer to clear. See <strong><see cref="T:SharpDX.Direct3D10.DepthStencilClearFlags"/></strong>.</p> </dd></param>	
            <param name="depth"><dd>  <p>Clear the depth buffer with this value. This value will be clamped between 0 and 1.</p> </dd></param>	
            <param name="stencil"><dd>  <p>Clear the stencil buffer with this value.</p> </dd></param>	
            <remarks>	
            <table> <tr><td> <p>Differences between Direct3D 9 and Direct3D 10:</p> <p>Unlike Direct3D 9, the full extent of the resource view is always cleared. Viewport and scissor settings are not applied.</p> </td></tr> </table><p>?</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::ClearDepthStencilView']/*"/>	
            <msdn-id>Bb173538</msdn-id>	
            <unmanaged>void ID3D10Device::ClearDepthStencilView([In] ID3D10DepthStencilView* pDepthStencilView,[In] D3D10_CLEAR_FLAG ClearFlags,[In] float Depth,[In] unsigned char Stencil)</unmanaged>	
            <unmanaged-short>ID3D10Device::ClearDepthStencilView</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Device.GenerateMips(SharpDX.Direct3D10.ShaderResourceView)">
            <summary>	
            <p>Generate mipmaps for the given shader resource.</p>	
            </summary>	
            <param name="shaderResourceViewRef"><dd>  <p>Pointer to an <strong><see cref="T:SharpDX.Direct3D10.ShaderResourceView"/> Interface</strong>. The mipmaps will be generated for this shader resource.</p> </dd></param>	
            <remarks>	
            <p>GenerateMips may be called on any <see cref="T:SharpDX.Direct3D10.ShaderResourceView"/> in order to generate the lower mipmap levels. GenerateMips uses the largest mipmap level of the view to recursively generate the lower levels of the mip, stopping with the smallest level specified by the view. If the base resource was not created with <strong><see cref="F:SharpDX.Direct3D10.BindFlags.RenderTarget"/></strong> and <strong><see cref="F:SharpDX.Direct3D10.ResourceOptionFlags.GenerateMipMaps"/></strong>, this call has no effect.</p><p>All video adapters will automatically generate mipmaps if you are using one of the following formats:</p><pre><code> <see cref="F:SharpDX.DXGI.Format.A8_UNorm"/>	
            <see cref="F:SharpDX.DXGI.Format.R10G10B10A2_UNorm"/>	
            <see cref="F:SharpDX.DXGI.Format.R11G11B10_Float"/>	
            <see cref="F:SharpDX.DXGI.Format.R16_Float"/>	
            <see cref="F:SharpDX.DXGI.Format.R16_SNorm"/>	
            <see cref="F:SharpDX.DXGI.Format.R16_UNorm"/>	
            <see cref="F:SharpDX.DXGI.Format.R16G16_Float"/>	
            <see cref="F:SharpDX.DXGI.Format.R16G16_SNorm"/>	
            <see cref="F:SharpDX.DXGI.Format.R16G16_UNorm"/>	
            <see cref="F:SharpDX.DXGI.Format.R16G16B16A16_Float"/>	
            <see cref="F:SharpDX.DXGI.Format.R16G16B16A16_SNorm"/>	
            <see cref="F:SharpDX.DXGI.Format.R16G16B16A16_UNorm"/>	
            <see cref="F:SharpDX.DXGI.Format.R32_Float"/>	
            <see cref="F:SharpDX.DXGI.Format.R32G32_Float"/>	
            <see cref="F:SharpDX.DXGI.Format.R32G32B32A32_Float"/>	
            <see cref="F:SharpDX.DXGI.Format.R8_SNorm"/>	
            <see cref="F:SharpDX.DXGI.Format.R8_UNorm"/>	
            <see cref="F:SharpDX.DXGI.Format.R8G8_SNorm"/>	
            <see cref="F:SharpDX.DXGI.Format.R8G8_UNorm"/>	
            <see cref="F:SharpDX.DXGI.Format.R8G8B8A8_SNorm"/>	
            <see cref="F:SharpDX.DXGI.Format.R8G8B8A8_UNorm"/>	
            <see cref="F:SharpDX.DXGI.Format.R8G8B8A8_UNorm_SRgb"/>	
            </code></pre><p>Some video adapters will automatically generate mipmaps for this format.</p><pre><code> <see cref="F:SharpDX.DXGI.Format.R32G32B32_Float"/>	
            </code></pre><p>For all other unsupported formats, this method will silently fail.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::GenerateMips']/*"/>	
            <msdn-id>bb173569</msdn-id>	
            <unmanaged>void ID3D10Device::GenerateMips([In] ID3D10ShaderResourceView* pShaderResourceView)</unmanaged>	
            <unmanaged-short>ID3D10Device::GenerateMips</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Device.ResolveSubresource_(SharpDX.Direct3D10.Resource,System.Int32,SharpDX.Direct3D10.Resource,System.Int32,SharpDX.DXGI.Format)">
            <summary>	
            <p>Copy a multisampled resource into a non-multisampled resource. This API is most useful when re-using the resulting rendertarget of one render pass as an input to a second render pass.</p>	
            </summary>	
            <param name="dstResourceRef"><dd>  <p>Destination resource. Must be a created with the <strong><see cref="F:SharpDX.Direct3D10.ResourceUsage.Default"/></strong> flag and be single-sampled. See <strong><see cref="T:SharpDX.Direct3D10.Resource"/></strong>.</p> </dd></param>	
            <param name="dstSubresource"><dd>  <p>A zero-based index, that identifies the destination subresource. See <strong>D3D10CalcSubresource</strong> for more details.</p> </dd></param>	
            <param name="srcResourceRef"><dd>  <p>Source resource. Must be multisampled.</p> </dd></param>	
            <param name="srcSubresource"><dd>  <p>The source subresource of the source resource.</p> </dd></param>	
            <param name="format"><dd>  <p> <strong><see cref="T:SharpDX.DXGI.Format"/></strong> that indicates how the multisampled resource will be resolved to a single-sampled resource. See remarks.</p> </dd></param>	
            <remarks>	
            <p>Both the source and destination resources must be the same resource type and have the same dimensions.</p><p>The source and destination must have compatible formats. There are three scenarios for this:</p><table> <tr><th>Scenario</th><th>Requirements</th></tr> <tr><td>Source and destination are prestructured and typed</td><td>Both the source and destination must have identical formats and that format must be specified in the Format parameter.</td></tr> <tr><td>One resource is prestructured and typed and the other is prestructured and typeless</td><td>The typed resource must have a format that is compatible with the typeless resource (i.e. the typed resource is <see cref="F:SharpDX.DXGI.Format.R32_Float"/> and the typeless resource is <see cref="F:SharpDX.DXGI.Format.R32_Typeless"/>). The format of the typed resource must be specified in the Format parameter.</td></tr> <tr><td>Source and destination are prestructured and typeless</td><td>Both the source and desintation must have the same typeless format (i.e. both must have <see cref="F:SharpDX.DXGI.Format.R32_Typeless"/>), and the Format parameter must specify a format that is compatible with the source and destination (i.e. if both are <see cref="F:SharpDX.DXGI.Format.R32_Typeless"/> then <see cref="F:SharpDX.DXGI.Format.R32_Float"/> or <see cref="F:SharpDX.DXGI.Format.R32_UInt"/> could be specified in the Format parameter).</td></tr> </table><p>?</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::ResolveSubresource']/*"/>	
            <msdn-id>bb173607</msdn-id>	
            <unmanaged>void ID3D10Device::ResolveSubresource([In] ID3D10Resource* pDstResource,[In] unsigned int DstSubresource,[In] ID3D10Resource* pSrcResource,[In] unsigned int SrcSubresource,[In] DXGI_FORMAT Format)</unmanaged>	
            <unmanaged-short>ID3D10Device::ResolveSubresource</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Device.GetPredication(SharpDX.Direct3D10.Predicate@,SharpDX.Bool@)">
            <summary>	
            <p>Get the rendering predicate state.</p>	
            </summary>	
            <param name="predicateOut"><dd>  <p>Address of a reference to a predicate (see <strong><see cref="T:SharpDX.Direct3D10.Predicate"/></strong>). Value stored here will be <strong><c>null</c></strong> upon device creation.</p> </dd></param>	
            <param name="predicateValueRef"><dd>  <p>Address of a boolean to fill with the predicate comparison value. <strong><see cref="F:SharpDX.Result.False"/></strong> upon device creation.</p> </dd></param>	
            <remarks>	
            <p>Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::GetPredication']/*"/>	
            <msdn-id>bb173573</msdn-id>	
            <unmanaged>void ID3D10Device::GetPredication([Out, Optional] ID3D10Predicate** ppPredicate,[Out, Optional] BOOL* pPredicateValue)</unmanaged>	
            <unmanaged-short>ID3D10Device::GetPredication</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Device.GetDeviceRemovedReason">
            <summary>	
            <p>Get the reason why the device was removed.</p>	
            </summary>	
            <returns><p>Possible return values include:  </p><ul> <li><see cref="F:SharpDX.DXGI.ResultCode.DeviceHung"/></li> <li><see cref="F:SharpDX.DXGI.ResultCode.DeviceRemoved"/></li> <li><see cref="F:SharpDX.DXGI.ResultCode.DeviceReset"/></li> <li><see cref="F:SharpDX.DXGI.ResultCode.DriverInternalError"/></li> <li><see cref="F:SharpDX.DXGI.ResultCode.InvalidCall"/></li> <li><see cref="F:SharpDX.Result.Ok"/></li> </ul><p>For more detail on these return codes, see DXGI_ERROR.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::GetDeviceRemovedReason']/*"/>	
            <msdn-id>bb173571</msdn-id>	
            <unmanaged>HRESULT ID3D10Device::GetDeviceRemovedReason()</unmanaged>	
            <unmanaged-short>ID3D10Device::GetDeviceRemovedReason</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Device.SetExceptionMode(System.Int32)">
            <summary>	
            <p>Get the exception-mode flags.</p>	
            </summary>	
            <param name="raiseFlags"><dd>  <p>A value that contains one or more exception flags; each flag specifies a condition which will cause an exception to be raised. The flags are listed in <strong>D3D10_RAISE_FLAG</strong>. A default value of 0 means there are no flags.</p> </dd></param>	
            <returns><p>This method returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>Set an exception-mode flag to elevate an error condition to a non-continuable exception. </p><p>Whenever an error occurs, a Direct3D device enters the DEVICEREMOVED state and if the appropriate exception flag has been set, an exception is raised. A raised exception is designed to terminate an application. Before termination, the last chance an application has to persist data is by using an UnhandledExceptionFilter (see Structured Exception Handling). In general, UnhandledExceptionFilters are leveraged to try to persist data when an application is crashing (to disk, for example). Any code that executes during an UnhandledExceptionFilter is not guaranteed to reliably execute (due to possible process corruption). Any data that the UnhandledExceptionFilter manages to persist, before the UnhandledExceptionFilter crashes again, should be treated as suspect, and therefore inspected by a new, non-corrupted process to see if it is usable.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::SetExceptionMode']/*"/>	
            <msdn-id>bb173614</msdn-id>	
            <unmanaged>HRESULT ID3D10Device::SetExceptionMode([In] unsigned int RaiseFlags)</unmanaged>	
            <unmanaged-short>ID3D10Device::SetExceptionMode</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Device.GetExceptionMode">
            <summary>	
            <p>Get the exception-mode flags.</p>	
            </summary>	
            <returns><p>A value that contains one or more exception flags; each flag specifies a condition which will cause an exception to be raised. The flags are listed in <strong>D3D10_RAISE_FLAG</strong>. A default value of 0 means there are no flags.</p></returns>	
            <remarks>	
            <p>An exception-mode flag is used to elevate an error condition to a non-continuable exception. </p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::GetExceptionMode']/*"/>	
            <msdn-id>bb173572</msdn-id>	
            <unmanaged>unsigned int ID3D10Device::GetExceptionMode()</unmanaged>	
            <unmanaged-short>ID3D10Device::GetExceptionMode</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Device.GetPrivateData(System.Guid,System.Int32@,System.IntPtr)">
            <summary>	
            No documentation.	
            </summary>	
            <param name="guid">No documentation.</param>	
            <param name="dataSizeRef">No documentation.</param>	
            <param name="dataRef">No documentation.</param>	
            <returns>No documentation.</returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::GetPrivateData']/*"/>	
            <unmanaged>HRESULT ID3D10Device::GetPrivateData([In] const GUID&amp; guid,[InOut] unsigned int* pDataSize,[Out, Buffer, Optional] void* pData)</unmanaged>	
            <unmanaged-short>ID3D10Device::GetPrivateData</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Device.SetPrivateData(System.Guid,System.Int32,System.IntPtr)">
            <summary>	
            <p>Set data to a device and associate that data with a guid.</p>	
            </summary>	
            <param name="guid"><dd>  <p>Guid associated with the data.</p> </dd></param>	
            <param name="dataSize"><dd>  <p>Size of the data.</p> </dd></param>	
            <param name="dataRef"><dd>  <p>Pointer to the data to be stored with this device. If pData is <strong><c>null</c></strong>, DataSize must also be 0, and any data previously associated with the guid will be destroyed.</p> </dd></param>	
            <returns><p>This method returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>The data stored in the device with this method can be retrieved with <strong><see cref="M:SharpDX.Direct3D10.DeviceChild.GetPrivateData(System.Guid,System.Int32@,System.IntPtr)"/></strong>.</p><p>The data and guid set with this method will typically be application-defined.</p><p>If an application uses this method to change the device type using GUID_DeviceType, results are undefined. However, GUID_DeviceType can be used to retrieve the device type using <strong><see cref="M:SharpDX.Direct3D10.DeviceChild.GetPrivateData(System.Guid,System.Int32@,System.IntPtr)"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::SetPrivateData']/*"/>	
            <msdn-id>bb173616</msdn-id>	
            <unmanaged>HRESULT ID3D10Device::SetPrivateData([In] const GUID&amp; guid,[In] unsigned int DataSize,[In, Buffer, Optional] const void* pData)</unmanaged>	
            <unmanaged-short>ID3D10Device::SetPrivateData</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Device.SetPrivateDataInterface(System.Guid,SharpDX.ComObject)">
            <summary>	
            No documentation.	
            </summary>	
            <param name="guid">No documentation.</param>	
            <param name="dataRef">No documentation.</param>	
            <returns>No documentation.</returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::SetPrivateDataInterface']/*"/>	
            <unmanaged>HRESULT ID3D10Device::SetPrivateDataInterface([In] const GUID&amp; guid,[In, Optional] const IUnknown* pData)</unmanaged>	
            <unmanaged-short>ID3D10Device::SetPrivateDataInterface</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Device.ClearState">
            <summary>	
            <p>Restore all default device settings; return the device to the state it was in when it was created. This will set all set all input/output resource slots, shaders, input layouts, predications, scissor rectangles, depth-stencil state, rasterizer state, blend state, sampler state, and viewports to <strong><c>null</c></strong>. The primitive topology will be set to UNDEFINED.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::ClearState']/*"/>	
            <msdn-id>bb173540</msdn-id>	
            <unmanaged>void ID3D10Device::ClearState()</unmanaged>	
            <unmanaged-short>ID3D10Device::ClearState</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Device.Flush">
            <summary>	
            <p>Send queued-up commands in the command buffer to the GPU.</p>	
            </summary>	
            <remarks>	
            <p>Most applications will not need to call this method. Calling this method when not necessary will incur a performance penalty. Each call to <strong>Flush</strong> incurs a significant amount of overhead.</p><p>When Direct3D state-setting, present, or draw commands are called by an application, those commands are queued into an internal command buffer. <strong>Flush</strong> sends those commands to the GPU for processing. Normally, these commands are sent to the GPU automatically whenever Direct3D determines that they need to be, such as when the command buffer is full or when mapping a resource. <strong>Flush</strong> will send the commands manually.</p><p><strong>Flush</strong> should be used when the CPU waits for an arbitrary amount of time (such as when calling Sleep, <strong>ID3DX10ThreadPump::WaitForAllItems</strong>, or <strong>WaitForVBlank</strong>.</p><p>For more information about how flushing works, see Accurately Profiling Direct3D API Calls (Direct3D 9).</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::Flush']/*"/>	
            <msdn-id>bb173568</msdn-id>	
            <unmanaged>void ID3D10Device::Flush()</unmanaged>	
            <unmanaged-short>ID3D10Device::Flush</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Device.CreateBuffer(SharpDX.Direct3D10.BufferDescription@,System.Nullable{SharpDX.DataBox},SharpDX.Direct3D10.Buffer)">
            <summary>	
            <p>Create a buffer (vertex buffer, index buffer, or shader-constant buffer).</p>	
            </summary>	
            <param name="descRef">No documentation.</param>	
            <param name="initialDataRef">No documentation.</param>	
            <param name="bufferOut">No documentation.</param>	
            <returns><p>This method returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>For example code, see:</p><ul> <li> Create a Vertex Buffer </li> <li> Create an Index Buffer </li> </ul>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::CreateBuffer']/*"/>	
            <msdn-id>bb173544</msdn-id>	
            <unmanaged>HRESULT ID3D10Device::CreateBuffer([In] const D3D10_BUFFER_DESC* pDesc,[In, Optional] const D3D10_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D10Buffer** ppBuffer)</unmanaged>	
            <unmanaged-short>ID3D10Device::CreateBuffer</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Device.CreateTexture1D(SharpDX.Direct3D10.Texture1DDescription@,SharpDX.DataBox[],SharpDX.Direct3D10.Texture1D)">
            <summary>	
            <p>Create an array of 1D textures (see Texture1D).</p>	
            </summary>	
            <param name="descRef">No documentation.</param>	
            <param name="initialDataRef">No documentation.</param>	
            <param name="texture1DOut">No documentation.</param>	
            <returns><p>If the method succeeds, the return code is <see cref="F:SharpDX.Result.Ok"/>. See Direct3D 10 Return Codes for failing error codes.</p></returns>	
            <remarks>	
            <p>CreateTexture1D creates a 1D texture resource, which contains an array of 1D textures. The number of textures is specified in the texture description. All textures in a resource must have the same format, size, and number of mipmap levels.</p><p>All resources are made up of one or more subresources. To load data into the texture, applications may supply the data initially as part of <strong><see cref="T:SharpDX.DataBox"/></strong> structure pointed to by pInitialData, or it may use one of the Texturing Functions supplied by the SDK.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::CreateTexture1D']/*"/>	
            <msdn-id>bb173559</msdn-id>	
            <unmanaged>HRESULT ID3D10Device::CreateTexture1D([In] const D3D10_TEXTURE1D_DESC* pDesc,[In, Buffer, Optional] const D3D10_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D10Texture1D** ppTexture1D)</unmanaged>	
            <unmanaged-short>ID3D10Device::CreateTexture1D</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Device.CreateTexture2D(SharpDX.Direct3D10.Texture2DDescription@,SharpDX.DataBox[],SharpDX.Direct3D10.Texture2D)">
            <summary>	
            <p>Create an array of 2D textures (see Texture2D).</p>	
            </summary>	
            <param name="descRef">No documentation.</param>	
            <param name="initialDataRef">No documentation.</param>	
            <param name="texture2DOut">No documentation.</param>	
            <returns><p>If the method succeeds, the return code is <see cref="F:SharpDX.Result.Ok"/>. See Direct3D 10 Return Codes for failing error codes.</p></returns>	
            <remarks>	
            <p>CreateTexture2D creates a 2D texture resource, which contains an array of 1D textures. The number of textures is specified in the texture description. All textures in a resource must have the same format, size, and number of mipmap levels.</p><p>All resources are made up of one or more subresources. To load data into the texture, applications may supply the data initially as part of <strong><see cref="T:SharpDX.DataBox"/></strong> structure pointed to by pInitialData, or it may use one of the Texturing Functions supplied by the SDK.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::CreateTexture2D']/*"/>	
            <msdn-id>bb173560</msdn-id>	
            <unmanaged>HRESULT ID3D10Device::CreateTexture2D([In] const D3D10_TEXTURE2D_DESC* pDesc,[In, Buffer, Optional] const D3D10_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D10Texture2D** ppTexture2D)</unmanaged>	
            <unmanaged-short>ID3D10Device::CreateTexture2D</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Device.CreateTexture3D(SharpDX.Direct3D10.Texture3DDescription@,SharpDX.DataBox[],SharpDX.Direct3D10.Texture3D)">
            <summary>	
            <p>Create a single 3D texture (see Texture3D).</p>	
            </summary>	
            <param name="descRef">No documentation.</param>	
            <param name="initialDataRef">No documentation.</param>	
            <param name="texture3DOut">No documentation.</param>	
            <returns><p>If the method succeeds, the return code is <see cref="F:SharpDX.Result.Ok"/>. See Direct3D 10 Return Codes for failing error codes.</p></returns>	
            <remarks>	
            <p>CreateTexture3D creates a 3D texture resource, which contains an array of 1D textures. The number of textures is specified in the texture description. All textures in a resource must have the same format, size, and number of mipmap levels.</p><p>All resources are made up of one or more subresources. To load data into the texture, applications may supply the data initially as part of <strong><see cref="T:SharpDX.DataBox"/></strong> structure pointed to by pInitialData, or it may use one of the Texturing Functions supplied by the SDK.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::CreateTexture3D']/*"/>	
            <msdn-id>bb173561</msdn-id>	
            <unmanaged>HRESULT ID3D10Device::CreateTexture3D([In] const D3D10_TEXTURE3D_DESC* pDesc,[In, Buffer, Optional] const D3D10_SUBRESOURCE_DATA* pInitialData,[Out, Fast] ID3D10Texture3D** ppTexture3D)</unmanaged>	
            <unmanaged-short>ID3D10Device::CreateTexture3D</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Device.CreateShaderResourceView(SharpDX.Direct3D10.Resource,System.Nullable{SharpDX.Direct3D10.ShaderResourceViewDescription},SharpDX.Direct3D10.ShaderResourceView)">
            <summary>	
            <p>Create a shader-resource view for accessing data in a resource.</p>	
            </summary>	
            <param name="resourceRef">No documentation.</param>	
            <param name="descRef">No documentation.</param>	
            <param name="sRViewOut">No documentation.</param>	
            <returns><p>This method returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>A resource is made up of one or more subresources, a view identifies which subresources to allow the pipeline to access. In addition, each resource is bound to the pipeline using a view. A shader-resource view is designed to bind any buffer or texture resource to the shader stages using the following API methods: <strong>VSSetShaderResources</strong>, <strong>GSSetShaderResources</strong> and <strong>PSSetShaderResources</strong>.</p><p>Since a view is fully typed, this means that typeless resources become fully typed when bound to the pipeline.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::CreateShaderResourceView']/*"/>	
            <msdn-id>bb173558</msdn-id>	
            <unmanaged>HRESULT ID3D10Device::CreateShaderResourceView([In] ID3D10Resource* pResource,[In, Optional] const D3D10_SHADER_RESOURCE_VIEW_DESC* pDesc,[Out, Fast] ID3D10ShaderResourceView** ppSRView)</unmanaged>	
            <unmanaged-short>ID3D10Device::CreateShaderResourceView</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Device.CreateRenderTargetView(SharpDX.Direct3D10.Resource,System.Nullable{SharpDX.Direct3D10.RenderTargetViewDescription},SharpDX.Direct3D10.RenderTargetView)">
            <summary>	
            <p>Create a render-target view for accessing resource data.</p>	
            </summary>	
            <param name="resourceRef">No documentation.</param>	
            <param name="descRef">No documentation.</param>	
            <param name="rTViewOut">No documentation.</param>	
            <returns><p>This method returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>A rendertarget view can be bound to the output merger stage by calling <strong><see cref="M:SharpDX.Direct3D10.OutputMergerStage.SetRenderTargets(System.Int32,SharpDX.Direct3D10.RenderTargetView[],SharpDX.Direct3D10.DepthStencilView)"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::CreateRenderTargetView']/*"/>	
            <msdn-id>bb173556</msdn-id>	
            <unmanaged>HRESULT ID3D10Device::CreateRenderTargetView([In] ID3D10Resource* pResource,[In, Optional] const D3D10_RENDER_TARGET_VIEW_DESC* pDesc,[Out, Fast] ID3D10RenderTargetView** ppRTView)</unmanaged>	
            <unmanaged-short>ID3D10Device::CreateRenderTargetView</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Device.CreateDepthStencilView(SharpDX.Direct3D10.Resource,System.Nullable{SharpDX.Direct3D10.DepthStencilViewDescription},SharpDX.Direct3D10.DepthStencilView)">
            <summary>	
            <p>Create a depth-stencil view for accessing resource data.</p>	
            </summary>	
            <param name="resourceRef">No documentation.</param>	
            <param name="descRef">No documentation.</param>	
            <param name="depthStencilViewOut">No documentation.</param>	
            <returns><p>This method returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>A depth-stencil view can be bound to the output-merger stage by calling <strong><see cref="M:SharpDX.Direct3D10.OutputMergerStage.SetRenderTargets(System.Int32,SharpDX.Direct3D10.RenderTargetView[],SharpDX.Direct3D10.DepthStencilView)"/></strong>.</p><p>For more background information, see the programming guide page about depth stencils.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::CreateDepthStencilView']/*"/>	
            <msdn-id>bb173547</msdn-id>	
            <unmanaged>HRESULT ID3D10Device::CreateDepthStencilView([In] ID3D10Resource* pResource,[In, Optional] const D3D10_DEPTH_STENCIL_VIEW_DESC* pDesc,[Out, Fast] ID3D10DepthStencilView** ppDepthStencilView)</unmanaged>	
            <unmanaged-short>ID3D10Device::CreateDepthStencilView</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Device.CreateInputLayout(SharpDX.Direct3D10.InputElement[],System.Int32,System.IntPtr,SharpDX.PointerSize,SharpDX.Direct3D10.InputLayout)">
            <summary>	
            <p>Create an input-layout object to describe the input-buffer data for the input-assembler stage.</p>	
            </summary>	
            <param name="inputElementDescsRef">No documentation.</param>	
            <param name="numElements">No documentation.</param>	
            <param name="shaderBytecodeWithInputSignatureRef">No documentation.</param>	
            <param name="bytecodeLength">No documentation.</param>	
            <param name="inputLayoutOut">No documentation.</param>	
            <returns><p>If the method succeeds, the return code is <see cref="F:SharpDX.Result.Ok"/>. See Direct3D 10 Return Codes for failing error codes.</p></returns>	
            <remarks>	
            <p>After creating an input layout object, it must be bound to the input-assembler stage before calling a draw API. See Getting Started with the Input-Assembler Stage (Direct3D 10) for example code.</p><p>Once an input-layout object is created from a shader signature, the input-layout object can be reused with any other shader that has an identical input signature (semantics included). This can simplify the creation of input-layout objects when you are working with many shaders with identical inputs.</p><p>If a data type in the input-layout declaration does not match the data type in a shader-input signature, CreateInputLayout will generate a warning during compilation. The warning is simply to call attention to the fact that the data may be reinterpreted when read from a register. You may either disregard this warning (if reinterpretation is intentional) or make the data types match in both declarations to eliminate the warning.  The Data Conversion Rules overview describes the rules applied for data type conversion.</p><table> <tr><td> <p>Differences between Direct3D 9 and Direct3D 10:</p> <p>Mapping the vertex data to the shader inputs with an input layout is a new way of doing things in Direct3D 10 that improves performance.</p> <p>In Direct3D 10 the vertex data is mapped to the shader inputs when the input layout object is created, whereas in Direct3D 9 this mapping was done at Draw time based on the currently bound vertex declarations, vertex buffers, and vertex shaders. Doing this mapping when the input layout object is created reduces or eliminates extra linkage work for drivers at Draw time because this re-mapping is no longer necessary.</p> </td></tr> </table><p>?</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::CreateInputLayout']/*"/>	
            <msdn-id>bb173550</msdn-id>	
            <unmanaged>HRESULT ID3D10Device::CreateInputLayout([In, Buffer] const D3D10_INPUT_ELEMENT_DESC* pInputElementDescs,[In] unsigned int NumElements,[In] const void* pShaderBytecodeWithInputSignature,[In] SIZE_T BytecodeLength,[Out, Fast] ID3D10InputLayout** ppInputLayout)</unmanaged>	
            <unmanaged-short>ID3D10Device::CreateInputLayout</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Device.CreateVertexShader(System.IntPtr,SharpDX.PointerSize,SharpDX.Direct3D10.VertexShader)">
            <summary>	
            <p>Create a vertex-shader object from a compiled shader.</p>	
            </summary>	
            <param name="shaderBytecodeRef"><dd>  <p>A reference to the compiled shader. To get this reference see Getting a Pointer to a Compiled Shader.</p> </dd></param>	
            <param name="bytecodeLength"><dd>  <p>Size of the compiled vertex shader.</p> </dd></param>	
            <param name="vertexShaderOut"><dd>  <p>Address of a reference to an <strong><see cref="T:SharpDX.Direct3D10.VertexShader"/> Interface</strong>. If this is <strong><c>null</c></strong>, all other parameters will be validated, and if all parameters pass validation this API will return S_FALSE instead of <see cref="F:SharpDX.Result.Ok"/>.</p> </dd></param>	
            <returns><p>This method returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::CreateVertexShader']/*"/>	
            <msdn-id>bb173562</msdn-id>	
            <unmanaged>HRESULT ID3D10Device::CreateVertexShader([In] const void* pShaderBytecode,[In] SIZE_T BytecodeLength,[Out, Fast] ID3D10VertexShader** ppVertexShader)</unmanaged>	
            <unmanaged-short>ID3D10Device::CreateVertexShader</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Device.CreateGeometryShader(System.IntPtr,SharpDX.PointerSize,SharpDX.Direct3D10.GeometryShader)">
            <summary>	
            <p>Create a geometry shader.</p>	
            </summary>	
            <param name="shaderBytecodeRef"><dd>  <p>A reference to the compiled shader. To get this reference see Getting a Pointer to a Compiled Shader.</p> </dd></param>	
            <param name="bytecodeLength"><dd>  <p>Size of the compiled geometry shader.</p> </dd></param>	
            <param name="geometryShaderOut"><dd>  <p>Address of a reference to an <strong><see cref="T:SharpDX.Direct3D10.GeometryShader"/> Interface</strong>.  If this is <strong><c>null</c></strong>, all other parameters will be validated, and if all parameters pass validation this API will return S_FALSE instead of <see cref="F:SharpDX.Result.Ok"/>.</p> </dd></param>	
            <returns><p>This method returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>Once created, the shader can be set to the device by calling <strong><see cref="M:SharpDX.Direct3D10.GeometryShaderStage.Set(SharpDX.Direct3D10.GeometryShader)"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::CreateGeometryShader']/*"/>	
            <msdn-id>bb173548</msdn-id>	
            <unmanaged>HRESULT ID3D10Device::CreateGeometryShader([In] const void* pShaderBytecode,[In] SIZE_T BytecodeLength,[Out, Fast] ID3D10GeometryShader** ppGeometryShader)</unmanaged>	
            <unmanaged-short>ID3D10Device::CreateGeometryShader</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Device.CreateGeometryShaderWithStreamOutput(System.IntPtr,SharpDX.PointerSize,SharpDX.Direct3D10.StreamOutputElement[],System.Int32,System.Int32,SharpDX.Direct3D10.GeometryShader)">
            <summary>	
            <p>Creates a geometry shader that can write to streaming output buffers.</p>	
            </summary>	
            <param name="shaderBytecodeRef"><dd>  <p>A reference to the compiled geometry shader for a standard geometry shader plus stream output. For info on how to get this reference, see Getting a Pointer to a Compiled Shader.</p> <p>To create the stream output without using a geometry shader, pass a reference to the output signature for the prior stage. To obtain this output signature, call the <strong><see cref="!:SharpDX.D3DCompiler.D3D.GetOutputSignatureBlob"/></strong> compiler function. You can also pass a reference to the compiled vertex shader that is used in the prior stage. This compiled shader provides the output signature for the data.</p> </dd></param>	
            <param name="bytecodeLength"><dd>  <p>Size of the compiled geometry shader.</p> </dd></param>	
            <param name="sODeclarationRef"><dd>  <p>Pointer to a <strong><see cref="T:SharpDX.Direct3D10.StreamOutputElement"/></strong> array. Cannot be <strong><c>null</c></strong> if <em>NumEntries</em>&gt; 0.</p> </dd></param>	
            <param name="numEntries"><dd>  <p>The number of entries in the array pointed to by <em>pSODeclaration</em>. Minimum 0, maximum 64.</p> </dd></param>	
            <param name="outputStreamStride"><dd>  <p>The size, in bytes, of each element in the array pointed to by <em>pSODeclaration</em>. This parameter is only used when the output slot is 0 for all entries in <em>pSODeclaration</em>.</p> </dd></param>	
            <param name="geometryShaderOut"><dd>  <p>Address of a reference to an <strong><see cref="T:SharpDX.Direct3D10.GeometryShader"/> Interface</strong>. If this is <strong><c>null</c></strong>, all other parameters will be validated, and if all parameters pass validation this API will return S_FALSE instead of <see cref="F:SharpDX.Result.Ok"/>.</p> </dd></param>	
            <returns><p>This method returns one of the Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>For more info about using <strong>CreateGeometryShaderWithStreamOutput</strong>, see Create a Geometry-Shader Object with Stream Output.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::CreateGeometryShaderWithStreamOutput']/*"/>	
            <msdn-id>bb173549</msdn-id>	
            <unmanaged>HRESULT ID3D10Device::CreateGeometryShaderWithStreamOutput([In] const void* pShaderBytecode,[In] SIZE_T BytecodeLength,[In, Buffer, Optional] const D3D10_SO_DECLARATION_ENTRY* pSODeclaration,[In] unsigned int NumEntries,[In] unsigned int OutputStreamStride,[Out, Fast] ID3D10GeometryShader** ppGeometryShader)</unmanaged>	
            <unmanaged-short>ID3D10Device::CreateGeometryShaderWithStreamOutput</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Device.CreatePixelShader(System.IntPtr,SharpDX.PointerSize,SharpDX.Direct3D10.PixelShader)">
            <summary>	
            <p>Create a pixel shader.</p>	
            </summary>	
            <param name="shaderBytecodeRef"><dd>  <p>A reference to the compiled shader. To get this reference see Getting a Pointer to a Compiled Shader.</p> </dd></param>	
            <param name="bytecodeLength"><dd>  <p>Size of the compiled pixel shader.</p> </dd></param>	
            <param name="pixelShaderOut"><dd>  <p>Address of a reference to an <strong><see cref="T:SharpDX.Direct3D10.PixelShader"/> Interface</strong>. If this is <strong><c>null</c></strong>, all other parameters will be validated, and if all parameters pass validation this API will return S_FALSE instead of <see cref="F:SharpDX.Result.Ok"/>.</p> </dd></param>	
            <returns><p>This method returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>After creating the pixel shader, you can set it to the device using <strong><see cref="M:SharpDX.Direct3D10.PixelShaderStage.Set(SharpDX.Direct3D10.PixelShader)"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::CreatePixelShader']/*"/>	
            <msdn-id>Bb173551</msdn-id>	
            <unmanaged>HRESULT ID3D10Device::CreatePixelShader([In] const void* pShaderBytecode,[In] SIZE_T BytecodeLength,[Out, Fast] ID3D10PixelShader** ppPixelShader)</unmanaged>	
            <unmanaged-short>ID3D10Device::CreatePixelShader</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Device.CreateBlendState(SharpDX.Direct3D10.BlendStateDescription@,SharpDX.Direct3D10.BlendState)">
            <summary>	
            <p>Create a blend-state object that encapsules blend state for the output-merger stage.</p>	
            </summary>	
            <param name="blendStateDescRef"><dd>  <p>Pointer to a blend-state description (see <strong><see cref="T:SharpDX.Direct3D10.BlendStateDescription"/></strong>).</p> </dd></param>	
            <param name="blendStateOut"><dd>  <p>Address of a reference to the blend-state object created (see <strong><see cref="T:SharpDX.Direct3D10.BlendState"/> Interface</strong>).</p> </dd></param>	
            <returns><p>This method returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>An application can create up to 4096 unique blend-state objects. For each object created, the runtime checks to see if a previous object has the same state. If such a previous object exists, the runtime will return a reference to previous instance instead of creating a duplicate object.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::CreateBlendState']/*"/>	
            <msdn-id>bb173543</msdn-id>	
            <unmanaged>HRESULT ID3D10Device::CreateBlendState([In] const D3D10_BLEND_DESC* pBlendStateDesc,[Out, Fast] ID3D10BlendState** ppBlendState)</unmanaged>	
            <unmanaged-short>ID3D10Device::CreateBlendState</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Device.CreateDepthStencilState(SharpDX.Direct3D10.DepthStencilStateDescription@,SharpDX.Direct3D10.DepthStencilState)">
            <summary>	
            <p>Create a depth-stencil state object that encapsulates depth-stencil test information for the output-merger stage.</p>	
            </summary>	
            <param name="depthStencilDescRef">No documentation.</param>	
            <param name="depthStencilStateOut">No documentation.</param>	
            <returns><p>This method returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>4096 unique depth-stencil state objects can be created on a device at a time.</p><p>If an application attempts to create a depth-stencil state with the same description as an already existing depth-stencil state, then the same interface with an incremented reference count will be returned and the total number of unique depth-stencil state objects will stay the same.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::CreateDepthStencilState']/*"/>	
            <msdn-id>bb173546</msdn-id>	
            <unmanaged>HRESULT ID3D10Device::CreateDepthStencilState([In] const D3D10_DEPTH_STENCIL_DESC* pDepthStencilDesc,[Out, Fast] ID3D10DepthStencilState** ppDepthStencilState)</unmanaged>	
            <unmanaged-short>ID3D10Device::CreateDepthStencilState</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Device.CreateRasterizerState(SharpDX.Direct3D10.RasterizerStateDescription@,SharpDX.Direct3D10.RasterizerState)">
            <summary>	
            <p>Create a rasterizer state object that tells the rasterizer stage how to behave.</p>	
            </summary>	
            <param name="rasterizerDescRef">No documentation.</param>	
            <param name="rasterizerStateOut">No documentation.</param>	
            <returns><p>This method returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>4096 unique rasterizer state objects can be created on a device at a time.</p><p>If an application attempts to create a rasterizer state with the same description as an already existing rasterizer state, then the same interface with an incremented reference count will be returned and the total number of unique rasterizer state objects will stay the same.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::CreateRasterizerState']/*"/>	
            <msdn-id>bb173554</msdn-id>	
            <unmanaged>HRESULT ID3D10Device::CreateRasterizerState([In] const D3D10_RASTERIZER_DESC* pRasterizerDesc,[Out, Fast] ID3D10RasterizerState** ppRasterizerState)</unmanaged>	
            <unmanaged-short>ID3D10Device::CreateRasterizerState</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Device.CreateSamplerState(SharpDX.Direct3D10.SamplerStateDescription@,SharpDX.Direct3D10.SamplerState)">
            <summary>	
            <p>Create a sampler-state object that encapsulates sampling information for a texture.</p>	
            </summary>	
            <param name="samplerDescRef">No documentation.</param>	
            <param name="samplerStateOut">No documentation.</param>	
            <returns><p>This method returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>4096 unique sampler state objects can be created on a device at a time.</p><p>If an application attempts to create a sampler state with the same description as an already existing sampler state, then the same interface with an incremented reference count will be returned and the total number of unique sampler state objects will stay the same.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::CreateSamplerState']/*"/>	
            <msdn-id>bb173557</msdn-id>	
            <unmanaged>HRESULT ID3D10Device::CreateSamplerState([In] const D3D10_SAMPLER_DESC* pSamplerDesc,[Out, Fast] ID3D10SamplerState** ppSamplerState)</unmanaged>	
            <unmanaged-short>ID3D10Device::CreateSamplerState</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Device.CreateQuery(SharpDX.Direct3D10.QueryDescription,SharpDX.Direct3D10.Query)">
            <summary>	
            <p>This interface encapsulates methods for querying information from the GPU.</p>	
            </summary>	
            <param name="queryDescRef"><dd>  <p>Pointer to a query description (see <strong><see cref="T:SharpDX.Direct3D10.QueryDescription"/></strong>).</p> </dd></param>	
            <param name="queryOut"><dd>  <p>Address of a reference to the query object created (see <strong><see cref="T:SharpDX.Direct3D10.Query"/> Interface</strong>).</p> </dd></param>	
            <returns><p>This method returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::CreateQuery']/*"/>	
            <msdn-id>bb173553</msdn-id>	
            <unmanaged>HRESULT ID3D10Device::CreateQuery([In] const D3D10_QUERY_DESC* pQueryDesc,[Out, Fast] ID3D10Query** ppQuery)</unmanaged>	
            <unmanaged-short>ID3D10Device::CreateQuery</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Device.CreatePredicate(SharpDX.Direct3D10.QueryDescription,SharpDX.Direct3D10.Predicate)">
            <summary>	
            <p>Creates a predicate.</p>	
            </summary>	
            <param name="predicateDescRef"><dd>  <p>Pointer to a query description where the type of query must be a <see cref="F:SharpDX.Direct3D10.QueryType.StreamOutputOverflowPredicate"/> or <see cref="F:SharpDX.Direct3D10.QueryType.OcclusionPredicate"/> (see <strong><see cref="T:SharpDX.Direct3D10.QueryDescription"/></strong>).</p> </dd></param>	
            <param name="predicateOut"><dd>  <p>Address of a reference to a predicate (see <strong><see cref="T:SharpDX.Direct3D10.Predicate"/> Interface</strong>).</p> </dd></param>	
            <returns><p>This method returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::CreatePredicate']/*"/>	
            <msdn-id>bb173552</msdn-id>	
            <unmanaged>HRESULT ID3D10Device::CreatePredicate([In] const D3D10_QUERY_DESC* pPredicateDesc,[Out, Fast] ID3D10Predicate** ppPredicate)</unmanaged>	
            <unmanaged-short>ID3D10Device::CreatePredicate</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Device.CreateCounter(SharpDX.Direct3D10.CounterDescription,SharpDX.Direct3D10.Counter)">
            <summary>	
            <p>Create a counter object for measuring GPU performance.</p>	
            </summary>	
            <param name="counterDescRef"><dd>  <p>Pointer to a counter description (see <strong><see cref="T:SharpDX.Direct3D10.CounterDescription"/></strong>).</p> </dd></param>	
            <param name="counterOut"><dd>  <p>Address of a reference to a counter (see <strong><see cref="T:SharpDX.Direct3D10.Counter"/> Interface</strong>).</p> </dd></param>	
            <returns><p>If this function succeeds, it will return <see cref="F:SharpDX.Result.Ok"/>. If it fails, possible return values are: S_FALSE, E_OUTOFMEMORY, <see cref="F:SharpDX.DXGI.ResultCode.Unsupported"/>, <see cref="F:SharpDX.DXGI.ResultCode.Nonexclusive"/>, or E_INVALIDARG.</p><p><see cref="F:SharpDX.DXGI.ResultCode.Unsupported"/> is returned whenever the application requests to create a well-known counter, but the current device does not support it.</p><p><see cref="F:SharpDX.DXGI.ResultCode.Nonexclusive"/> indicates that another device object is currently using the counters, so they cannot be used by this device at the moment.</p><p>E_INVALIDARG is returned whenever an out-of-range well-known or device-dependent counter is requested, or when the simulataneously active counters have been exhausted.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::CreateCounter']/*"/>	
            <msdn-id>bb173545</msdn-id>	
            <unmanaged>HRESULT ID3D10Device::CreateCounter([In] const D3D10_COUNTER_DESC* pCounterDesc,[Out, Fast] ID3D10Counter** ppCounter)</unmanaged>	
            <unmanaged-short>ID3D10Device::CreateCounter</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Device.CheckFormatSupport(SharpDX.DXGI.Format)">
            <summary>	
            <p>Get the support of a given format on the installed video device.</p>	
            </summary>	
            <param name="format"><dd>  <p>A <strong><see cref="T:SharpDX.DXGI.Format"/></strong> enumeration that describes a format for which to check for support.</p> </dd></param>	
            <returns><dd>  <p>A bitfield of <strong><see cref="T:SharpDX.Direct3D10.FormatSupport"/></strong> enumeration values describing how the specified format is supported on the installed device.  The values are ORed together.</p> </dd></returns>	
            <remarks>	
            <p>Most format support is based on the Direct3D feature level. Only a few specific use cases require checking for support.  See Hardware Support for Direct3D 10 Formats and Hardware Support for Direct3D 10.1 Formats for additional information.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::CheckFormatSupport']/*"/>	
            <msdn-id>bb173536</msdn-id>	
            <unmanaged>HRESULT ID3D10Device::CheckFormatSupport([In] DXGI_FORMAT Format,[Out] D3D10_FORMAT_SUPPORT* pFormatSupport)</unmanaged>	
            <unmanaged-short>ID3D10Device::CheckFormatSupport</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Device.CheckMultisampleQualityLevels(SharpDX.DXGI.Format,System.Int32)">
            <summary>	
            <p>Get the number of quality levels available during multisampling.</p>	
            </summary>	
            <param name="format"><dd>  <p>The texture format. See <strong><see cref="T:SharpDX.DXGI.Format"/></strong>.</p> </dd></param>	
            <param name="sampleCount"><dd>  <p>The number of samples during multisampling.</p> </dd></param>	
            <returns><dd>  <p>Number of quality levels supported by the adapter. See remarks.</p> </dd></returns>	
            <remarks>	
            <p>When multisampling a texture, the number of quality levels available for an adapter is dependent on the texture format used and the number of samples requested. The maximum sample count defined by D3D10_MAX_MULTISAMPLE_SAMPLE_COUNT in d3d10.h is 32. If the returned value of <em>pNumQualityLevels</em> is 0, the format and sample count combination is not supported for the installed adapter.</p><p>Furthermore, the definition of a quality level is up to each hardware vendor to define, however no facility is provided by Direct3D to help discover  this information.</p><p>Direct3D 10.1 devices are required to support 4x MSAA for all formats except R32G32B32A32 and R32G32B32 formats.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::CheckMultisampleQualityLevels']/*"/>	
            <msdn-id>bb173537</msdn-id>	
            <unmanaged>HRESULT ID3D10Device::CheckMultisampleQualityLevels([In] DXGI_FORMAT Format,[In] unsigned int SampleCount,[Out] unsigned int* pNumQualityLevels)</unmanaged>	
            <unmanaged-short>ID3D10Device::CheckMultisampleQualityLevels</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Device.GetCounterCapabilities">
            <summary>	
            <p>Get a counter's information.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::CheckCounterInfo']/*"/>	
            <msdn-id>bb173535</msdn-id>	
            <unmanaged>void ID3D10Device::CheckCounterInfo([Out] D3D10_COUNTER_INFO* pCounterInfo)</unmanaged>	
            <unmanaged-short>ID3D10Device::CheckCounterInfo</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Device.CheckCounter(SharpDX.Direct3D10.CounterDescription,SharpDX.Direct3D10.CounterType@,System.Int32@,System.IntPtr,System.IntPtr,System.IntPtr,System.IntPtr,System.IntPtr,System.IntPtr)">
            <summary>	
            <p>Get the type, name, units of measure, and a description of an existing counter.</p>	
            </summary>	
            <param name="descRef"><dd>  <p>Pointer to a counter description (see <strong><see cref="T:SharpDX.Direct3D10.CounterDescription"/></strong>). Specifies which counter information is to be retrieved about.</p> </dd></param>	
            <param name="typeRef"><dd>  <p>Pointer to the data type of a counter (see <strong><see cref="T:SharpDX.Direct3D10.CounterType"/></strong>). Specifies the data type of the counter being retrieved.</p> </dd></param>	
            <param name="activeCountersRef"><dd>  <p>Pointer to the number of hardware counters that are needed for this counter type to be created. All instances of the same counter type use the same hardware counters.</p> </dd></param>	
            <param name="szName"><dd>  <p>String to be filled with a brief name for the counter. May be <strong><c>null</c></strong> if the application is not interested in the name of the counter.</p> </dd></param>	
            <param name="nameLengthRef"><dd>  <p>Length of the string returned to szName. Can be <strong><c>null</c></strong>.</p> </dd></param>	
            <param name="szUnits"><dd>  <p>Name of the units a counter measures, provided the memory the reference points to has enough room to hold the string. Can be <strong><c>null</c></strong>. The returned string will always be in English.</p> </dd></param>	
            <param name="unitsLengthRef"><dd>  <p>Length of the string returned to szUnits. Can be <strong><c>null</c></strong>.</p> </dd></param>	
            <param name="szDescription"><dd>  <p>A description of the counter, provided the memory the reference points to has enough room to hold the string. Can be <strong><c>null</c></strong>. The returned string will always be in English.</p> </dd></param>	
            <param name="descriptionLengthRef"><dd>  <p>Length of the string returned to szDescription. Can be <strong><c>null</c></strong>.</p> </dd></param>	
            <returns><p>This method returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>Length parameters can be <strong><c>null</c></strong>, which indicates the application is not interested in the length nor the corresponding string value. When a length parameter is non-<strong><c>null</c></strong> and the corresponding string is <strong><c>null</c></strong>, the input value of the length parameter is ignored, and the length of the corresponding string (including terminating <strong><c>null</c></strong>) will be returned through the length parameter. When length and the corresponding parameter are both non-<strong><c>null</c></strong>, the input value of length is checked to ensure there is enough room, and then the length of the string (including terminating <strong><c>null</c></strong> character) is passed out through the length parameter.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::CheckCounter']/*"/>	
            <msdn-id>bb173534</msdn-id>	
            <unmanaged>HRESULT ID3D10Device::CheckCounter([In] const D3D10_COUNTER_DESC* pDesc,[Out] D3D10_COUNTER_TYPE* pType,[Out] unsigned int* pActiveCounters,[Out, Buffer, Optional] char* szName,[InOut, Optional] unsigned int* pNameLength,[Out, Buffer, Optional] char* szUnits,[InOut, Optional] unsigned int* pUnitsLength,[Out, Buffer, Optional] char* szDescription,[InOut, Optional] unsigned int* pDescriptionLength)</unmanaged>	
            <unmanaged-short>ID3D10Device::CheckCounter</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Device.GetCreationFlags">
            <summary>	
            <p>Get the flags used during the call to create the device with <strong><see cref="M:SharpDX.Direct3D10.D3D10.CreateDevice(SharpDX.DXGI.Adapter,SharpDX.Direct3D10.DriverType,System.IntPtr,SharpDX.Direct3D10.DeviceCreationFlags,System.Int32,SharpDX.Direct3D10.Device)"/></strong>.</p>	
            </summary>	
            <returns><p>A bitfield containing the flags used to create the device. See <strong><see cref="T:SharpDX.Direct3D10.DeviceCreationFlags"/></strong>.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::GetCreationFlags']/*"/>	
            <msdn-id>bb173570</msdn-id>	
            <unmanaged>unsigned int ID3D10Device::GetCreationFlags()</unmanaged>	
            <unmanaged-short>ID3D10Device::GetCreationFlags</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Device.OpenSharedResource(System.IntPtr,System.Guid,System.IntPtr@)">
            <summary>	
            <p>Give a device access to a shared resource created on a different Direct3d device. </p>	
            </summary>	
            <param name="hResource"><dd>  <p>A resource handle. See remarks.</p> </dd></param>	
            <param name="returnedInterface"><dd>  <p>The globally unique identifier (<see cref="T:System.Guid"/>) for the resource interface. See remarks.</p> </dd></param>	
            <param name="resourceOut"><dd>  <p>Address of a reference to the resource we are gaining access to.</p> </dd></param>	
            <returns><p>This method returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>To share a resource between two Direct3D 10 devices the resource must have been created with the  <strong><see cref="F:SharpDX.Direct3D10.ResourceOptionFlags.Shared"/></strong> flag, if it was created using the <see cref="T:SharpDX.Direct3D10.Device"/> interface.  If it was created using the <see cref="T:SharpDX.DXGI.Device"/> interface, then the resource is always shared.</p><p>The REFIID, or <see cref="T:System.Guid"/>, of the interface to the resource can be obtained by using the __uuidof() macro.  For example, __uuidof(<see cref="T:SharpDX.Direct3D10.Buffer"/>) will get the <see cref="T:System.Guid"/> of the interface to a buffer resource.</p><p>When sharing a resource between two Direct3D 10 devices the unique handle of the resource can be obtained by querying the resource for the <strong><see cref="T:SharpDX.DXGI.Resource"/></strong> interface and then calling <strong>GetSharedHandle</strong>.</p><pre><code> <see cref="T:SharpDX.DXGI.Resource"/>* pOtherResource(<c>null</c>);	
            hr = pOtherDeviceResource-&gt;QueryInterface( __uuidof(<see cref="T:SharpDX.DXGI.Resource"/>), (void**)&amp;pOtherResource );	
            HANDLE sharedHandle;	
            pOtherResource-&gt;GetSharedHandle(&amp;sharedHandle); </code></pre><p>The only resources that can be shared are 2D non-mipmapped textures.</p><p>To share a resource between a Direct3D 9 device and a Direct3D 10 device the texture must have been created using  the <em>pSharedHandle</em> argument of <strong>CreateTexture</strong>.   The shared Direct3D 9 handle is then passed to OpenSharedResource in the <em>hResource</em> argument.</p><p>The following code illustrates the method calls involved.</p><pre><code> sharedHandle = <c>null</c>; // must be set to <c>null</c> to create, can use a valid handle here to open in D3D9 	
            pDevice9-&gt;CreateTexture(..., pTex2D_9, &amp;sharedHandle); 	
            ... 	
            pDevice10-&gt;OpenSharedResource(sharedHandle, __uuidof(<see cref="T:SharpDX.Direct3D10.Resource"/>), (void**)(&amp;tempResource10)); 	
            tempResource10-&gt;QueryInterface(__uuidof(<see cref="T:SharpDX.Direct3D10.Texture2D"/>), (void**)(&amp;pTex2D_10)); 	
            tempResource10-&gt;Release(); 	
            // now use pTex2D_10 with pDevice10    </code></pre><p>Textures being shared from D3D9 to D3D10 have the following restrictions.</p><ul> <li>Textures must be 2D</li> <li>Only 1 mip level is allowed</li> <li>Texture must have default usage</li> <li>Texture must be write only</li> <li>MSAA textures are not allowed</li> <li>Bind flags must have SHADER_RESOURCE and RENDER_TARGET set</li> <li>Only R10G10B10A2_UNORM, R16G16B16A16_FLOAT and R8G8B8A8_UNORM formats are allowed</li> </ul><p>If a shared texture is updated on one device <strong><see cref="M:SharpDX.Direct3D10.Device.Flush"/></strong> must be called on that device.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::OpenSharedResource']/*"/>	
            <msdn-id>bb173598</msdn-id>	
            <unmanaged>HRESULT ID3D10Device::OpenSharedResource([In] void* hResource,[In] const GUID&amp; ReturnedInterface,[Out, Optional] void** ppResource)</unmanaged>	
            <unmanaged-short>ID3D10Device::OpenSharedResource</unmanaged-short>	
        </member>
        <member name="P:SharpDX.Direct3D10.Device.CreationFlags">
            <summary>	
            Get the flags used during the call to create the device with <see cref="M:SharpDX.Direct3D10.D3D10.CreateDevice(SharpDX.DXGI.Adapter,SharpDX.Direct3D10.DriverType,System.IntPtr,SharpDX.Direct3D10.DeviceCreationFlags,System.Int32,SharpDX.Direct3D10.Device)"/>.	
            </summary>	
            <returns>A bitfield containing the flags used to create the device. See <see cref="T:SharpDX.Direct3D10.DeviceCreationFlags"/>. </returns>
            <unmanaged>int ID3D10Device::GetCreationFlags()</unmanaged>
        </member>
        <member name="P:SharpDX.Direct3D10.Device.DebugName">
            <summary>
            Gets or sets the debug-name for this object.
            </summary>
            <value>
            The debug name.
            </value>
        </member>
        <member name="P:SharpDX.Direct3D10.Device.VertexShader">
            <summary>Inner interface giving access to VertexShaderStage methods. </summary>
        </member>
        <member name="P:SharpDX.Direct3D10.Device.PixelShader">
            <summary>Inner interface giving access to PixelShaderStage methods. </summary>
        </member>
        <member name="P:SharpDX.Direct3D10.Device.InputAssembler">
            <summary>Inner interface giving access to InputAssemblerStage methods. </summary>
        </member>
        <member name="P:SharpDX.Direct3D10.Device.GeometryShader">
            <summary>Inner interface giving access to GeometryShaderStage methods. </summary>
        </member>
        <member name="P:SharpDX.Direct3D10.Device.OutputMerger">
            <summary>Inner interface giving access to OutputMergerStage methods. </summary>
        </member>
        <member name="P:SharpDX.Direct3D10.Device.StreamOutput">
            <summary>Inner interface giving access to StreamOutputStage methods. </summary>
        </member>
        <member name="P:SharpDX.Direct3D10.Device.Rasterizer">
            <summary>Inner interface giving access to RasterizerStage methods. </summary>
        </member>
        <member name="P:SharpDX.Direct3D10.Device.DeviceRemovedReason">
            <summary>	
            <p>Get the reason why the device was removed.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::GetDeviceRemovedReason']/*"/>	
            <msdn-id>bb173571</msdn-id>	
            <unmanaged>GetDeviceRemovedReason</unmanaged>	
            <unmanaged-short>GetDeviceRemovedReason</unmanaged-short>	
            <unmanaged>HRESULT ID3D10Device::GetDeviceRemovedReason()</unmanaged>
        </member>
        <member name="P:SharpDX.Direct3D10.Device.ExceptionMode">
            <summary>	
            <p>Get or sets the exception-mode flags.</p>	
            </summary>	
            <remarks>	
            <p>An exception-mode flag is used to elevate an error condition to a non-continuable exception. </p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::GetExceptionMode']/*"/>	
            <msdn-id>bb173572</msdn-id>	
            <unmanaged>GetExceptionMode / SetExceptionMode</unmanaged>	
            <unmanaged-short>GetExceptionMode</unmanaged-short>	
            <unmanaged>unsigned int ID3D10Device::GetExceptionMode()</unmanaged>
        </member>
        <member name="T:SharpDX.Direct3D10.StreamOutputStage">
            <summary>	
            <p>The device interface represents a virtual adapter for Direct3D 10.0; it is used to perform rendering and create Direct3D resources.</p>	
            </summary>	
            <remarks>	
            <p>A device is created using <strong><see cref="M:SharpDX.Direct3D10.D3D10.CreateDevice(SharpDX.DXGI.Adapter,SharpDX.Direct3D10.DriverType,System.IntPtr,SharpDX.Direct3D10.DeviceCreationFlags,System.Int32,SharpDX.Direct3D10.Device)"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device']/*"/>	
            <msdn-id>bb173528</msdn-id>	
            <unmanaged>ID3D10Device</unmanaged>	
            <unmanaged-short>ID3D10Device</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.StreamOutputStage.SetTargets(SharpDX.Direct3D10.StreamOutputBufferBinding[])">
            <summary>	
            Set the target output {{buffers}} for the {{StreamOutput}} stage, which enables/disables the pipeline to stream-out data.	
            </summary>	
            <remarks>	
            Call ID3D10Device::SOSetTargets (before any draw calls) to stream data out; call SOSetTargets with NULL to stop streaming data out. For an example, see Exercise 01 from the GDC 2007 workshop, which sets the stream output rendertargets before calling draw methods in the RenderInstanceToStream function. An offset of -1 will cause the stream output buffer to be appended, continuing after the last location written to the buffer in a previous stream output pass. Calling this method using a buffer that is currently bound for writing will effectively bind NULL instead because a buffer cannot be bound as both an input and an output at the same time. The {{DeviceDebug Layer}} will generate a warning whenever a resource is prevented from being bound simultaneously as an input and an output, but this will not prevent invalid data from being used by the runtime. The method will not hold a reference to the interfaces passed in. For that reason, applications should be careful not to release an interface currently in use by the device. 	
            </remarks>	
            <param name="bufferBindings">an array of output buffers (see <see cref="T:SharpDX.Direct3D10.StreamOutputBufferBinding"/>) to bind to the device. The buffers must have been created with the <see cref="F:SharpDX.Direct3D10.BindFlags.StreamOutput"/> flag. </param>
            <unmanaged>void SOSetTargets([In] int NumBuffers,[In, Buffer, Optional] const ID3D10Buffer** ppSOTargets,[In, Buffer, Optional] const int* pOffsets)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.StreamOutputStage.GetTargets(System.Int32)">
            <summary>	
            Get the target output {{buffers}} for the {{StreamOutput}} stage of the pipeline.	
            </summary>	
            <remarks>	
            Any returned interfaces will have their reference count incremented by one. Applications should call {{IUnknown::Release}} on the returned interfaces when they are no longer needed to avoid memory leaks. 	
            </remarks>	
            <param name="numBuffers">Number of buffers to get. A maximum of four output buffers can be retrieved. </param>
            <returns>an array of output buffers (see <see cref="T:SharpDX.Direct3D10.StreamOutputBufferBinding"/>) to bind to the device.</returns>
            <unmanaged>void SOGetTargets([In] int NumBuffers,[Out, Buffer, Optional] ID3D10Buffer** ppSOTargets,[Out, Buffer, Optional] int* pOffsets)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.StreamOutputStage.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.StreamOutputStage"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D10.StreamOutputStage.op_Explicit(System.IntPtr)~SharpDX.Direct3D10.StreamOutputStage">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D10.StreamOutputStage"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D10.StreamOutputStage.SetTargets(System.Int32,SharpDX.Direct3D10.Buffer[],System.Int32[])">
            <summary>	
            <p>Set the target output buffers for the StreamOutput stage, which enables/disables the pipeline to stream-out data.</p>	
            </summary>	
            <param name="numBuffers">No documentation.</param>	
            <param name="sOTargetsOut">No documentation.</param>	
            <param name="offsetsRef">No documentation.</param>	
            <remarks>	
            <p>Call <strong><see cref="M:SharpDX.Direct3D10.StreamOutputStage.SetTargets(SharpDX.Direct3D10.StreamOutputBufferBinding[])"/></strong> (before any draw calls) to stream data out; call SOSetTargets with <strong><c>null</c></strong> to stop streaming data out. For an example, see Exercise 01 from the GDC 2007 workshop, which sets the stream output rendertargets before calling draw methods in the RenderInstanceToStream function.</p><p>An offset of -1 will cause the stream output buffer to be appended, continuing after the last location written to the buffer in a previous stream output pass.</p><p>Calling this method using a buffer that is currently bound for writing will effectively bind <strong><c>null</c></strong> instead because a buffer cannot be bound as both an input and an output at the same time.</p><p>The Debug Layer will generate a warning whenever a resource is prevented from being bound simultaneously as an input and an output, but this will not prevent invalid data from being used by the runtime.</p><p>The method will not hold a reference to the interfaces passed in. For that reason, applications should be careful not to release an interface currently in use by the device.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::SOSetTargets']/*"/>	
            <msdn-id>bb173620</msdn-id>	
            <unmanaged>void ID3D10Device::SOSetTargets([In] unsigned int NumBuffers,[In, Buffer, Optional] const ID3D10Buffer** ppSOTargets,[In, Buffer, Optional] const unsigned int* pOffsets)</unmanaged>	
            <unmanaged-short>ID3D10Device::SOSetTargets</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.StreamOutputStage.SetTargets(System.Int32,SharpDX.ComArray{SharpDX.Direct3D10.Buffer},System.Int32[])">
            <summary>	
            <p>Set the target output buffers for the StreamOutput stage, which enables/disables the pipeline to stream-out data.</p>	
            </summary>	
            <param name="numBuffers">No documentation.</param>	
            <param name="sOTargetsOut">No documentation.</param>	
            <param name="offsetsRef">No documentation.</param>	
            <remarks>	
            <p>Call <strong><see cref="M:SharpDX.Direct3D10.StreamOutputStage.SetTargets(SharpDX.Direct3D10.StreamOutputBufferBinding[])"/></strong> (before any draw calls) to stream data out; call SOSetTargets with <strong><c>null</c></strong> to stop streaming data out. For an example, see Exercise 01 from the GDC 2007 workshop, which sets the stream output rendertargets before calling draw methods in the RenderInstanceToStream function.</p><p>An offset of -1 will cause the stream output buffer to be appended, continuing after the last location written to the buffer in a previous stream output pass.</p><p>Calling this method using a buffer that is currently bound for writing will effectively bind <strong><c>null</c></strong> instead because a buffer cannot be bound as both an input and an output at the same time.</p><p>The Debug Layer will generate a warning whenever a resource is prevented from being bound simultaneously as an input and an output, but this will not prevent invalid data from being used by the runtime.</p><p>The method will not hold a reference to the interfaces passed in. For that reason, applications should be careful not to release an interface currently in use by the device.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::SOSetTargets']/*"/>	
            <msdn-id>bb173620</msdn-id>	
            <unmanaged>void ID3D10Device::SOSetTargets([In] unsigned int NumBuffers,[In, Buffer, Optional] const ID3D10Buffer** ppSOTargets,[In, Buffer, Optional] const unsigned int* pOffsets)</unmanaged>	
            <unmanaged-short>ID3D10Device::SOSetTargets</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.StreamOutputStage.GetTargets(System.Int32,SharpDX.Direct3D10.Buffer[],System.Int32[])">
            <summary>	
            <p>Get the target output buffers for the StreamOutput stage of the pipeline.</p>	
            </summary>	
            <param name="numBuffers">No documentation.</param>	
            <param name="sOTargetsOut">No documentation.</param>	
            <param name="offsetsRef">No documentation.</param>	
            <remarks>	
            <p>Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::SOGetTargets']/*"/>	
            <msdn-id>bb173619</msdn-id>	
            <unmanaged>void ID3D10Device::SOGetTargets([In] unsigned int NumBuffers,[Out, Buffer, Optional] ID3D10Buffer** ppSOTargets,[Out, Buffer, Optional] unsigned int* pOffsets)</unmanaged>	
            <unmanaged-short>ID3D10Device::SOGetTargets</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.OutputMergerStage">
            <summary>	
            <p>The device interface represents a virtual adapter for Direct3D 10.0; it is used to perform rendering and create Direct3D resources.</p>	
            </summary>	
            <remarks>	
            <p>A device is created using <strong><see cref="M:SharpDX.Direct3D10.D3D10.CreateDevice(SharpDX.DXGI.Adapter,SharpDX.Direct3D10.DriverType,System.IntPtr,SharpDX.Direct3D10.DeviceCreationFlags,System.Int32,SharpDX.Direct3D10.Device)"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device']/*"/>	
            <msdn-id>bb173528</msdn-id>	
            <unmanaged>ID3D10Device</unmanaged>	
            <unmanaged-short>ID3D10Device</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.OutputMergerStage.GetRenderTargets(SharpDX.Direct3D10.DepthStencilView@)">
            <summary>	
            Get references to the render targets that are available to the {{output-merger stage}}.	
            </summary>	
            <remarks>	
            Any returned interfaces will have their reference count incremented by one. Applications should call {{IUnknown::Release}} on the returned interfaces when they are no longer needed to avoid memory leaks. 	
            </remarks>	
            <returns>a depth-stencil view (see <see cref="T:SharpDX.Direct3D10.DepthStencilView"/>) to be filled with the depth-stencil information from the device.</returns>
            <unmanaged>void OMGetRenderTargets([In] int NumViews,[Out, Buffer, Optional] ID3D10RenderTargetView** ppRenderTargetViews,[Out, Optional] ID3D10DepthStencilView** ppDepthStencilView)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.OutputMergerStage.GetRenderTargets(System.Int32)">
            <summary>	
            Get references to the render targets that are available to the {{output-merger stage}}.	
            </summary>	
            <remarks>	
            Any returned interfaces will have their reference count incremented by one. Applications should call {{IUnknown::Release}} on the returned interfaces when they are no longer needed to avoid memory leaks. 	
            </remarks>	
            <param name="numViews">Number of render targets to retrieve. </param>
            <returns>an array of render targets views (see <see cref="T:SharpDX.Direct3D10.RenderTargetView"/>) to be filled with the render targets from the device.</returns>
            <unmanaged>void OMGetRenderTargets([In] int NumViews,[Out, Buffer, Optional] ID3D10RenderTargetView** ppRenderTargetViews,[Out, Optional] ID3D10DepthStencilView** ppDepthStencilView)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.OutputMergerStage.GetRenderTargets(System.Int32,SharpDX.Direct3D10.DepthStencilView@)">
            <summary>	
            Get references to the render targets and the depth-stencil buffer that are available to the {{output-merger stage}}.	
            </summary>	
            <remarks>	
            Any returned interfaces will have their reference count incremented by one. Applications should call {{IUnknown::Release}} on the returned interfaces when they are no longer needed to avoid memory leaks. 	
            </remarks>	
            <param name="numViews">Number of render targets to retrieve. </param>
            <param name="depthStencilViewRef">Pointer to a depth-stencil view (see <see cref="T:SharpDX.Direct3D10.DepthStencilView"/>) to be filled with the depth-stencil information from the device.</param>
            <returns>an array of render targets views (see <see cref="T:SharpDX.Direct3D10.RenderTargetView"/>) to be filled with the render targets from the device.</returns>
            <unmanaged>void OMGetRenderTargets([In] int NumViews,[Out, Buffer, Optional] ID3D10RenderTargetView** ppRenderTargetViews,[Out, Optional] ID3D10DepthStencilView** ppDepthStencilView)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.OutputMergerStage.GetBlendState(SharpDX.Color4@,System.Int32@)">
            <summary>	
            Get the {{blend state}} of the output-merger stage.	
            </summary>	
            <remarks>	
            The reference count of the returned interface will be incremented by one when the blend state is retrieved. Applications must release returned reference(s) when they are no longer needed, or else there will be a memory leak. 	
            </remarks>	
            <param name="blendFactor">Array of blend factors, one for each RGBA component. </param>
            <param name="sampleMaskRef">Pointer to a {{sample mask}}. </param>
            <returns>a reference to a blend-state interface (see <see cref="T:SharpDX.Direct3D10.BlendState"/>).</returns>
            <unmanaged>void OMGetBlendState([Out, Optional] ID3D10BlendState** ppBlendState,[Out, Optional] float BlendFactor[4],[Out, Optional] int* pSampleMask)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.OutputMergerStage.GetDepthStencilState(System.Int32@)">
            <summary>	
            Gets the {{depth-stencil}} state of the output-merger stage.	
            </summary>	
            <remarks>	
            Any returned interfaces will have their reference count incremented by one. Applications should call {{IUnknown::Release}} on the returned interfaces when they are no longer needed to avoid memory leaks. 	
            </remarks>	
            <param name="stencilRefRef">Pointer to the stencil reference value used in the {{depth-stencil}} test. </param>
            <returns>a reference to a depth-stencil state interface (see <see cref="T:SharpDX.Direct3D10.DepthStencilState"/>) to be filled with information from the device.</returns>
            <unmanaged>void OMGetDepthStencilState([Out, Optional] ID3D10DepthStencilState** ppDepthStencilState,[Out, Optional] int* pStencilRef)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.OutputMergerStage.SetTargets(SharpDX.Direct3D10.RenderTargetView[])">
            <summary>
              Binds a set of render targets to the output-merger stage.
            </summary>
            <param name = "renderTargetViews">A set of render target views to bind.</param>
        </member>
        <member name="M:SharpDX.Direct3D10.OutputMergerStage.SetTargets(SharpDX.Direct3D10.RenderTargetView)">
            <summary>
              Binds a single render target to the output-merger stage.
            </summary>
            <param name = "renderTargetView">A view of the render target to bind.</param>
        </member>
        <member name="M:SharpDX.Direct3D10.OutputMergerStage.SetTargets(SharpDX.Direct3D10.DepthStencilView,SharpDX.Direct3D10.RenderTargetView[])">
            <summary>
              Binds a depth-stencil buffer and a set of render targets to the output-merger stage.
            </summary>
            <param name = "depthStencilView">A view of the depth-stencil buffer to bind.</param>
            <param name = "renderTargetViews">A set of render target views to bind.</param>
        </member>
        <member name="M:SharpDX.Direct3D10.OutputMergerStage.SetTargets(SharpDX.Direct3D10.DepthStencilView,SharpDX.Direct3D10.RenderTargetView)">
            <summary>
              Binds a depth-stencil buffer and a single render target to the output-merger stage.
            </summary>
            <param name = "depthStencilView">A view of the depth-stencil buffer to bind.</param>
            <param name = "renderTargetView">A view of the render target to bind.</param>
        </member>
        <member name="M:SharpDX.Direct3D10.OutputMergerStage.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.OutputMergerStage"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D10.OutputMergerStage.op_Explicit(System.IntPtr)~SharpDX.Direct3D10.OutputMergerStage">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D10.OutputMergerStage"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D10.OutputMergerStage.SetRenderTargets(System.Int32,SharpDX.Direct3D10.RenderTargetView[],SharpDX.Direct3D10.DepthStencilView)">
            <summary>	
            <p>Bind one or more render targets and the depth-stencil buffer to the output-merger stage.</p>	
            </summary>	
            <param name="numViews">No documentation.</param>	
            <param name="renderTargetViewsOut">No documentation.</param>	
            <param name="depthStencilViewRef">No documentation.</param>	
            <remarks>	
            <p>A call to <strong>OMSetRenderTargets</strong> overrides all bounded render targets and the depth stencil target regardless of the number of render targets in <em>ppRenderTargetViews</em>.</p><p>The maximum number of render targets a device can have active at any given time is set by a #define in D3D10.h called D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT. It is invalid to try to set the same subresource to multiple render target slots.</p><p>If any subresources are also currently bound for reading or writing (perhaps in a different part of the pipeline), those bind points will be <strong><c>null</c></strong>'ed out to prevent the same subresource from being read and written simultaneously in a single rendering operation.</p><p>The method will not hold references to the interfaces passed in. For that reason, applications should be careful not to release interfaces currently in use by the device.</p><p>See Binding Resources and Pipeline stages for more information on binding resources.</p><p>The pixel shader must be able to simultaneously render to at least eight separate render targets. All of these render targets must access the same type of resource: Buffer, Texture1D, Texture1DArray, Texture2D, Texture2DArray, Texture3D, or TextureCube. All render targets must have the same size in all dimensions (width and height, and depth for 3D or array size for *Array types). If render targets use multisample anti-aliasing, all bound render targets and depth buffer must be the same form of multisample resource (that is, the sample counts must be the same). Each render target can have a different data format. These render target formats are not required to have identical bit-per-element counts.</p><p>Any combination of the eight slots for render targets can have a render target set or not set.</p><p>The same resource view cannot be bound to multiple render target slots simultaneously. However, you can set multiple non-overlapping resource views of a single resource as simultaneous multiple render targets.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::OMSetRenderTargets']/*"/>	
            <msdn-id>bb173597</msdn-id>	
            <unmanaged>void ID3D10Device::OMSetRenderTargets([In] unsigned int NumViews,[In, Buffer, Optional] const ID3D10RenderTargetView** ppRenderTargetViews,[In, Optional] ID3D10DepthStencilView* pDepthStencilView)</unmanaged>	
            <unmanaged-short>ID3D10Device::OMSetRenderTargets</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.OutputMergerStage.SetRenderTargets(System.Int32,SharpDX.ComArray{SharpDX.Direct3D10.RenderTargetView},SharpDX.Direct3D10.DepthStencilView)">
            <summary>	
            <p>Bind one or more render targets and the depth-stencil buffer to the output-merger stage.</p>	
            </summary>	
            <param name="numViews">No documentation.</param>	
            <param name="renderTargetViewsOut">No documentation.</param>	
            <param name="depthStencilViewRef">No documentation.</param>	
            <remarks>	
            <p>A call to <strong>OMSetRenderTargets</strong> overrides all bounded render targets and the depth stencil target regardless of the number of render targets in <em>ppRenderTargetViews</em>.</p><p>The maximum number of render targets a device can have active at any given time is set by a #define in D3D10.h called D3D10_SIMULTANEOUS_RENDER_TARGET_COUNT. It is invalid to try to set the same subresource to multiple render target slots.</p><p>If any subresources are also currently bound for reading or writing (perhaps in a different part of the pipeline), those bind points will be <strong><c>null</c></strong>'ed out to prevent the same subresource from being read and written simultaneously in a single rendering operation.</p><p>The method will not hold references to the interfaces passed in. For that reason, applications should be careful not to release interfaces currently in use by the device.</p><p>See Binding Resources and Pipeline stages for more information on binding resources.</p><p>The pixel shader must be able to simultaneously render to at least eight separate render targets. All of these render targets must access the same type of resource: Buffer, Texture1D, Texture1DArray, Texture2D, Texture2DArray, Texture3D, or TextureCube. All render targets must have the same size in all dimensions (width and height, and depth for 3D or array size for *Array types). If render targets use multisample anti-aliasing, all bound render targets and depth buffer must be the same form of multisample resource (that is, the sample counts must be the same). Each render target can have a different data format. These render target formats are not required to have identical bit-per-element counts.</p><p>Any combination of the eight slots for render targets can have a render target set or not set.</p><p>The same resource view cannot be bound to multiple render target slots simultaneously. However, you can set multiple non-overlapping resource views of a single resource as simultaneous multiple render targets.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::OMSetRenderTargets']/*"/>	
            <msdn-id>bb173597</msdn-id>	
            <unmanaged>void ID3D10Device::OMSetRenderTargets([In] unsigned int NumViews,[In, Buffer, Optional] const ID3D10RenderTargetView** ppRenderTargetViews,[In, Optional] ID3D10DepthStencilView* pDepthStencilView)</unmanaged>	
            <unmanaged-short>ID3D10Device::OMSetRenderTargets</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.OutputMergerStage.SetBlendState(SharpDX.Direct3D10.BlendState,SharpDX.Color4,System.Int32)">
            <summary>	
            <p>Set the blend state of the output-merger stage.</p>	
            </summary>	
            <param name="blendStateRef">No documentation.</param>	
            <param name="blendFactor">No documentation.</param>	
            <param name="sampleMask">No documentation.</param>	
            <remarks>	
            <p>Blend state is used by the output-merger stage to determine how to blend together two pixel values. The two values are commonly the current pixel value and the pixel value already in the output render target. Use the <strong>blend operation</strong> to control where the two pixel values come from and how they are mathematically combined.</p><p>To create a blend-state interface, call <strong><see cref="M:SharpDX.Direct3D10.Device.CreateBlendState(SharpDX.Direct3D10.BlendStateDescription@,SharpDX.Direct3D10.BlendState)"/></strong>.</p><p>Passing in <strong><c>null</c></strong> for the blend-state interface indicates to the runtime to set a default blending state.  The following table indicates the default blending parameters.</p><table> <tr><th>State</th><th>Default Value</th></tr> <tr><td>AlphaToCoverageEnable</td><td><strong><see cref="F:SharpDX.Result.False"/></strong></td></tr> <tr><td>BlendEnable</td><td><strong><see cref="F:SharpDX.Result.False"/></strong>[8]</td></tr> <tr><td>SrcBlend</td><td><see cref="F:SharpDX.Direct3D10.BlendOption.One"/></td></tr> <tr><td>DstBlend</td><td><see cref="F:SharpDX.Direct3D10.BlendOption.Zero"/></td></tr> <tr><td>BlendOp</td><td><see cref="F:SharpDX.Direct3D10.BlendOperation.Add"/></td></tr> <tr><td>SrcBlendAlpha</td><td><see cref="F:SharpDX.Direct3D10.BlendOption.One"/></td></tr> <tr><td>DstBlendAlpha</td><td><see cref="F:SharpDX.Direct3D10.BlendOption.Zero"/></td></tr> <tr><td>BlendOpAlpha</td><td><see cref="F:SharpDX.Direct3D10.BlendOperation.Add"/></td></tr> <tr><td>RenderTargetWriteMask[8]</td><td><see cref="F:SharpDX.Direct3D10.ColorWriteMaskFlags.All"/>[8]</td></tr> </table><p>?</p><p>A sample mask determines which samples get updated in all the active render targets. The mapping of bits in a sample mask to samples in a multisample render target is the responsibility of an individual application. A sample mask is always applied; it is independent of whether multisampling is enabled, and does not depend on whether an application uses multisample render targets.</p><p>The method will not hold a reference to the interfaces passed in. For that reason, applications should be careful not to release an interface currently in use by the device.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::OMSetBlendState']/*"/>	
            <msdn-id>bb173595</msdn-id>	
            <unmanaged>void ID3D10Device::OMSetBlendState([In, Optional] ID3D10BlendState* pBlendState,[In] const SHARPDX_COLOR4* BlendFactor,[In] unsigned int SampleMask)</unmanaged>	
            <unmanaged-short>ID3D10Device::OMSetBlendState</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.OutputMergerStage.SetDepthStencilState(SharpDX.Direct3D10.DepthStencilState,System.Int32)">
            <summary>	
            <p>Sets the depth-stencil state of  the output-merger stage.</p>	
            </summary>	
            <param name="depthStencilStateRef">No documentation.</param>	
            <param name="stencilRef">No documentation.</param>	
            <remarks>	
            <p>To create a depth-stencil state interface, call <strong><see cref="M:SharpDX.Direct3D10.Device.CreateDepthStencilState(SharpDX.Direct3D10.DepthStencilStateDescription@,SharpDX.Direct3D10.DepthStencilState)"/></strong>.</p><p>Depth-stencil state is used by the output-merger stage to  setup depth-stencil testing.  The stencil reference value is the control value used in the depth-stencil test.</p><p>The method will not hold a reference to the interfaces passed in. For that reason, applications should be careful not to release an  interface currently in use by the device.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::OMSetDepthStencilState']/*"/>	
            <msdn-id>bb173596</msdn-id>	
            <unmanaged>void ID3D10Device::OMSetDepthStencilState([In, Optional] ID3D10DepthStencilState* pDepthStencilState,[In] unsigned int StencilRef)</unmanaged>	
            <unmanaged-short>ID3D10Device::OMSetDepthStencilState</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.OutputMergerStage.GetRenderTargets(System.Int32,SharpDX.Direct3D10.RenderTargetView[],SharpDX.Direct3D10.DepthStencilView@)">
            <summary>	
            <p>Get references to the render targets and the depth-stencil buffer that are available to the output-merger stage.</p>	
            </summary>	
            <param name="numViews">No documentation.</param>	
            <param name="renderTargetViewsOut">No documentation.</param>	
            <param name="depthStencilViewOut">No documentation.</param>	
            <remarks>	
            <p>Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::OMGetRenderTargets']/*"/>	
            <msdn-id>bb173594</msdn-id>	
            <unmanaged>void ID3D10Device::OMGetRenderTargets([In] unsigned int NumViews,[Out, Buffer, Optional] ID3D10RenderTargetView** ppRenderTargetViews,[Out, Optional] ID3D10DepthStencilView** ppDepthStencilView)</unmanaged>	
            <unmanaged-short>ID3D10Device::OMGetRenderTargets</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.OutputMergerStage.GetBlendState(SharpDX.Direct3D10.BlendState@,SharpDX.Color4@,System.Int32@)">
            <summary>	
            <p>Get the blend state of the output-merger stage.</p>	
            </summary>	
            <param name="blendStateOut">No documentation.</param>	
            <param name="blendFactor">No documentation.</param>	
            <param name="sampleMaskRef">No documentation.</param>	
            <remarks>	
            <p>The reference count of the returned interface will be incremented by one when the blend state is retrieved. Applications must release returned reference(s) when they are no longer needed, or else there will be a memory leak.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::OMGetBlendState']/*"/>	
            <msdn-id>bb173592</msdn-id>	
            <unmanaged>void ID3D10Device::OMGetBlendState([Out, Optional] ID3D10BlendState** ppBlendState,[Out, Optional] SHARPDX_COLOR4* BlendFactor,[Out, Optional] unsigned int* pSampleMask)</unmanaged>	
            <unmanaged-short>ID3D10Device::OMGetBlendState</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.OutputMergerStage.GetDepthStencilState(SharpDX.Direct3D10.DepthStencilState@,System.Int32@)">
            <summary>	
            <p>Gets the depth-stencil state of the output-merger stage.</p>	
            </summary>	
            <param name="depthStencilStateOut">No documentation.</param>	
            <param name="stencilRefRef">No documentation.</param>	
            <remarks>	
            <p>Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::OMGetDepthStencilState']/*"/>	
            <msdn-id>bb173593</msdn-id>	
            <unmanaged>void ID3D10Device::OMGetDepthStencilState([Out, Optional] ID3D10DepthStencilState** ppDepthStencilState,[Out, Optional] unsigned int* pStencilRef)</unmanaged>	
            <unmanaged-short>ID3D10Device::OMGetDepthStencilState</unmanaged-short>	
        </member>
        <member name="P:SharpDX.Direct3D10.OutputMergerStage.BlendFactor">
            <summary>
            Gets or sets the blend factor.
            </summary>
            <value>The blend factor.</value>
        </member>
        <member name="P:SharpDX.Direct3D10.OutputMergerStage.BlendSampleMask">
            <summary>
            Gets or sets the blend sample mask.
            </summary>
            <value>The blend sample mask.</value>
        </member>
        <member name="P:SharpDX.Direct3D10.OutputMergerStage.BlendState">
            <summary>
            Gets or sets the state of the blend.
            </summary>
            <value>The state of the blend.</value>
        </member>
        <member name="P:SharpDX.Direct3D10.OutputMergerStage.DepthStencilReference">
            <summary>
            Gets or sets the depth stencil reference.
            </summary>
            <value>The depth stencil reference.</value>
        </member>
        <member name="P:SharpDX.Direct3D10.OutputMergerStage.DepthStencilState">
            <summary>
            Gets or sets the state of the depth stencil.
            </summary>
            <value>The state of the depth stencil.</value>
        </member>
        <member name="T:SharpDX.Direct3D10.RasterizerStage">
            <summary>	
            <p>The device interface represents a virtual adapter for Direct3D 10.0; it is used to perform rendering and create Direct3D resources.</p>	
            </summary>	
            <remarks>	
            <p>A device is created using <strong><see cref="M:SharpDX.Direct3D10.D3D10.CreateDevice(SharpDX.DXGI.Adapter,SharpDX.Direct3D10.DriverType,System.IntPtr,SharpDX.Direct3D10.DeviceCreationFlags,System.Int32,SharpDX.Direct3D10.Device)"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device']/*"/>	
            <msdn-id>bb173528</msdn-id>	
            <unmanaged>ID3D10Device</unmanaged>	
            <unmanaged-short>ID3D10Device</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.RasterizerStage.GetViewports">
            <summary>	
            Get the array of {{viewports}} bound  to the {{rasterizer stage}} 	
            </summary>	
            <returns>An array of viewports (see <see cref="T:SharpDX.Direct3D10.Viewport"/>).</returns>
            <unmanaged>void RSGetViewports([InOut] int* NumViewports,[Out, Buffer, Optional] D3D10_VIEWPORT* pViewports)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.RasterizerStage.GetViewports(SharpDX.Direct3D10.Viewport[])">
            <summary>	
            Get the array of {{viewports}} bound  to the {{rasterizer stage}} 	
            </summary>	
            <returns>An array of viewports (see <see cref="T:SharpDX.Direct3D10.Viewport"/>).</returns>
            <unmanaged>void RSGetViewports([InOut] int* NumViewports,[Out, Buffer, Optional] D3D10_VIEWPORT* pViewports)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.RasterizerStage.GetScissorRectangles">
            <summary>	
            Get the array of {{scissor rectangles}} bound to the {{rasterizer stage}}.	
            </summary>	
            <returns>An array of scissor rectangles (see <see cref="T:SharpDX.Rectangle"/>).</returns>
            <unmanaged>void RSGetScissorRects([InOut] int* NumRects,[Out, Buffer, Optional] D3D10_RECT* pRects)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.RasterizerStage.GetScissorRectangles(SharpDX.Rectangle[])">
            <summary>	
            Get the array of {{scissor rectangles}} bound to the {{rasterizer stage}}.	
            </summary>	
            <returns>An array of scissor rectangles (see <see cref="T:SharpDX.Rectangle"/>).</returns>
            <unmanaged>void RSGetScissorRects([InOut] int* NumRects,[Out, Buffer, Optional] D3D10_RECT* pRects)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.RasterizerStage.SetScissorRectangles(SharpDX.Rectangle)">
            <summary>
              Binds a single scissor rectangle to the rasterizer stage.
            </summary>
            <param name = "scissorRectangle">The scissor rectangle to bind.</param>
        </member>
        <member name="M:SharpDX.Direct3D10.RasterizerStage.SetScissorRectangles(SharpDX.Rectangle[])">
            <summary>
              Binds a set of scissor rectangles to the rasterizer stage.
            </summary>
            <param name = "scissorRectangles">The set of scissor rectangles to bind.</param>
        </member>
        <member name="M:SharpDX.Direct3D10.RasterizerStage.SetViewports(SharpDX.Direct3D10.Viewport[])">
            <summary>
              Binds a set of viewports to the rasterizer stage.
            </summary>
            <param name = "viewports">The set of viewports to bind.</param>
        </member>
        <member name="M:SharpDX.Direct3D10.RasterizerStage.SetViewports(SharpDX.Direct3D10.Viewport)">
            <summary>
              Binds a single viewport to the rasterizer stage.
            </summary>
            <param name = "viewport">The viewport to bind.</param>
        </member>
        <member name="M:SharpDX.Direct3D10.RasterizerStage.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.RasterizerStage"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D10.RasterizerStage.op_Explicit(System.IntPtr)~SharpDX.Direct3D10.RasterizerStage">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D10.RasterizerStage"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D10.RasterizerStage.SetState(SharpDX.Direct3D10.RasterizerState)">
            <summary>	
            <p>Set the <strong>rasterizer state</strong> for the rasterizer stage of the pipeline.</p>	
            </summary>	
            <param name="rasterizerStateRef">No documentation.</param>	
            <remarks>	
            <p>To create a rasterizer state interface, call <strong><see cref="M:SharpDX.Direct3D10.Device.CreateRasterizerState(SharpDX.Direct3D10.RasterizerStateDescription@,SharpDX.Direct3D10.RasterizerState)"/></strong>. For more details on setting up the rasterizer state, see Set Rasterizer State.</p><p>The method will not hold a reference to the interfaces passed in. For that reason, applications should be careful not to release an interface currently in use by the device.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::RSSetState']/*"/>	
            <msdn-id>bb173612</msdn-id>	
            <unmanaged>void ID3D10Device::RSSetState([In, Optional] ID3D10RasterizerState* pRasterizerState)</unmanaged>	
            <unmanaged-short>ID3D10Device::RSSetState</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.RasterizerStage.SetViewports(System.Int32,SharpDX.Direct3D10.Viewport[])">
            <summary>	
            <p>Bind an array of viewports to the rasterizer stage of the pipeline.</p>	
            </summary>	
            <param name="numViewports">No documentation.</param>	
            <param name="viewportsRef">No documentation.</param>	
            <remarks>	
            <p>All viewports must be set atomically as one operation. Any viewports not defined by the call are disabled.</p><p>Which viewport to use is determined by the SV_ViewportArrayIndex semantic output by a geometry shader (see shader semantic syntax). If a geometry shader does not make use of the SV_ViewportArrayIndex semantic then Direct3D will use the first viewport in the array.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::RSSetViewports']/*"/>	
            <msdn-id>bb173613</msdn-id>	
            <unmanaged>void ID3D10Device::RSSetViewports([In] unsigned int NumViewports,[In, Buffer, Optional] const D3D10_VIEWPORT* pViewports)</unmanaged>	
            <unmanaged-short>ID3D10Device::RSSetViewports</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.RasterizerStage.SetScissorRects(System.Int32,SharpDX.Rectangle[])">
            <summary>	
            <p>Bind an array of scissor rectangles to the rasterizer stage.</p>	
            </summary>	
            <param name="numRects">No documentation.</param>	
            <param name="rectsRef">No documentation.</param>	
            <remarks>	
            <p>The scissor rectangles will only be used if ScissorEnable is set to true in the rasterizer state (see <strong><see cref="T:SharpDX.Direct3D10.RasterizerStateDescription"/></strong>).</p><p>Which scissor rectangle to use is determined by the SV_ViewportArrayIndex semantic output by a geometry shader (see shader semantic syntax). If a geometry shader does not make use of the SV_ViewportArrayIndex semantic then Direct3D will use the first scissor rectangle in the array.</p><p>Each scissor rectangle in the array corresponds to a viewport in an array of viewports (see <strong><see cref="M:SharpDX.Direct3D10.RasterizerStage.SetViewports(SharpDX.Direct3D10.Viewport[])"/></strong>).</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::RSSetScissorRects']/*"/>	
            <msdn-id>bb173611</msdn-id>	
            <unmanaged>void ID3D10Device::RSSetScissorRects([In] unsigned int NumRects,[In, Buffer, Optional] const RECT* pRects)</unmanaged>	
            <unmanaged-short>ID3D10Device::RSSetScissorRects</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.RasterizerStage.GetState(SharpDX.Direct3D10.RasterizerState@)">
            <summary>	
            <p>Get the <strong>rasterizer state</strong> from the rasterizer stage of the pipeline.</p>	
            </summary>	
            <param name="rasterizerStateOut">No documentation.</param>	
            <remarks>	
            <p>Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::RSGetState']/*"/>	
            <msdn-id>bb173609</msdn-id>	
            <unmanaged>void ID3D10Device::RSGetState([Out] ID3D10RasterizerState** ppRasterizerState)</unmanaged>	
            <unmanaged-short>ID3D10Device::RSGetState</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.RasterizerStage.GetViewports(System.Int32@,SharpDX.Direct3D10.Viewport[])">
            <summary>	
            <p>Get the array of viewports bound  to the rasterizer stage </p>	
            </summary>	
            <param name="numViewports">No documentation.</param>	
            <param name="viewportsRef">No documentation.</param>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::RSGetViewports']/*"/>	
            <msdn-id>bb173610</msdn-id>	
            <unmanaged>void ID3D10Device::RSGetViewports([InOut] unsigned int* NumViewports,[Out, Buffer, Optional] D3D10_VIEWPORT* pViewports)</unmanaged>	
            <unmanaged-short>ID3D10Device::RSGetViewports</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.RasterizerStage.GetScissorRects(System.Int32@,SharpDX.Rectangle[])">
            <summary>	
            <p>Get the array of scissor rectangles bound to the rasterizer stage.</p>	
            </summary>	
            <param name="numRects">No documentation.</param>	
            <param name="rectsRef">No documentation.</param>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::RSGetScissorRects']/*"/>	
            <msdn-id>bb173608</msdn-id>	
            <unmanaged>void ID3D10Device::RSGetScissorRects([InOut] unsigned int* NumRects,[Out, Buffer, Optional] RECT* pRects)</unmanaged>	
            <unmanaged-short>ID3D10Device::RSGetScissorRects</unmanaged-short>	
        </member>
        <member name="P:SharpDX.Direct3D10.RasterizerStage.State">
            <summary>	
            <p>Get or sets the <strong>rasterizer state</strong> from the rasterizer stage of the pipeline.</p>	
            </summary>	
            <remarks>	
            <p>Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::RSGetState']/*"/>	
            <msdn-id>bb173609</msdn-id>	
            <unmanaged>RSGetState / RSSetState</unmanaged>	
            <unmanaged-short>RSGetState</unmanaged-short>	
            <unmanaged>void ID3D10Device::RSGetState([Out] ID3D10RasterizerState** ppRasterizerState)</unmanaged>
        </member>
        <member name="T:SharpDX.Direct3D10.Device1">
            <summary>	
            <p>The device interface represents a virtual adapter for Direct3D 10.1; it is used to perform rendering and create Direct3D resources.</p>	
            </summary>	
            <remarks>	
            <p>A device is created using <strong><see cref="M:SharpDX.Direct3D10.D3D10.CreateDevice1(SharpDX.DXGI.Adapter,SharpDX.Direct3D10.DriverType,System.IntPtr,SharpDX.Direct3D10.DeviceCreationFlags,SharpDX.Direct3D10.FeatureLevel,System.Int32,SharpDX.Direct3D10.Device1)"/></strong>.</p><p>This method requires Windows Vista Service Pack 1.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device1']/*"/>	
            <msdn-id>bb694546</msdn-id>	
            <unmanaged>ID3D10Device1</unmanaged>	
            <unmanaged-short>ID3D10Device1</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Device1.#ctor(SharpDX.Direct3D10.DriverType)">
            <summary>
              Constructor for a D3D10.1 Device. See <see cref="M:SharpDX.Direct3D10.D3D10.CreateDevice1(SharpDX.DXGI.Adapter,SharpDX.Direct3D10.DriverType,System.IntPtr,SharpDX.Direct3D10.DeviceCreationFlags,SharpDX.Direct3D10.FeatureLevel,System.Int32,SharpDX.Direct3D10.Device1)"/> for more information.
            </summary>
            <param name="driverType"></param>
        </member>
        <member name="M:SharpDX.Direct3D10.Device1.#ctor(SharpDX.DXGI.Adapter)">
            <summary>
              Constructor for a D3D10.1 Device. See <see cref="M:SharpDX.Direct3D10.D3D10.CreateDevice1(SharpDX.DXGI.Adapter,SharpDX.Direct3D10.DriverType,System.IntPtr,SharpDX.Direct3D10.DeviceCreationFlags,SharpDX.Direct3D10.FeatureLevel,System.Int32,SharpDX.Direct3D10.Device1)"/> for more information.
            </summary>
            <param name="adapter"></param>
        </member>
        <member name="M:SharpDX.Direct3D10.Device1.#ctor(SharpDX.Direct3D10.DriverType,SharpDX.Direct3D10.DeviceCreationFlags)">
            <summary>
              Constructor for a D3D10.1 Device. See <see cref="M:SharpDX.Direct3D10.D3D10.CreateDevice1(SharpDX.DXGI.Adapter,SharpDX.Direct3D10.DriverType,System.IntPtr,SharpDX.Direct3D10.DeviceCreationFlags,SharpDX.Direct3D10.FeatureLevel,System.Int32,SharpDX.Direct3D10.Device1)"/> for more information.
            </summary>
            <param name="driverType"></param>
            <param name="flags"></param>
        </member>
        <member name="M:SharpDX.Direct3D10.Device1.#ctor(SharpDX.DXGI.Adapter,SharpDX.Direct3D10.DeviceCreationFlags)">
            <summary>
              Constructor for a D3D10.1 Device. See <see cref="M:SharpDX.Direct3D10.D3D10.CreateDevice1(SharpDX.DXGI.Adapter,SharpDX.Direct3D10.DriverType,System.IntPtr,SharpDX.Direct3D10.DeviceCreationFlags,SharpDX.Direct3D10.FeatureLevel,System.Int32,SharpDX.Direct3D10.Device1)"/> for more information.
            </summary>
            <param name="adapter"></param>
            <param name="flags"></param>
        </member>
        <member name="M:SharpDX.Direct3D10.Device1.#ctor(SharpDX.Direct3D10.DriverType,SharpDX.Direct3D10.DeviceCreationFlags,SharpDX.Direct3D10.FeatureLevel)">
            <summary>
              Constructor for a D3D10.1 Device. See <see cref="M:SharpDX.Direct3D10.D3D10.CreateDevice1(SharpDX.DXGI.Adapter,SharpDX.Direct3D10.DriverType,System.IntPtr,SharpDX.Direct3D10.DeviceCreationFlags,SharpDX.Direct3D10.FeatureLevel,System.Int32,SharpDX.Direct3D10.Device1)"/> for more information.
            </summary>
            <param name="driverType"></param>
            <param name="flags"></param>
            <param name="featureLevel"></param>
        </member>
        <member name="M:SharpDX.Direct3D10.Device1.#ctor(SharpDX.DXGI.Adapter,SharpDX.Direct3D10.DeviceCreationFlags,SharpDX.Direct3D10.FeatureLevel)">
            <summary>
              Constructor for a D3D10.1 Device. See <see cref="M:SharpDX.Direct3D10.D3D10.CreateDevice1(SharpDX.DXGI.Adapter,SharpDX.Direct3D10.DriverType,System.IntPtr,SharpDX.Direct3D10.DeviceCreationFlags,SharpDX.Direct3D10.FeatureLevel,System.Int32,SharpDX.Direct3D10.Device1)"/> for more information.
            </summary>
            <param name="adapter"></param>
            <param name="flags"></param>
            <param name="featureLevel"></param>
        </member>
        <member name="M:SharpDX.Direct3D10.Device1.CreateWithSwapChain(SharpDX.Direct3D10.DriverType,SharpDX.Direct3D10.DeviceCreationFlags,SharpDX.DXGI.SwapChainDescription,SharpDX.Direct3D10.Device1@,SharpDX.DXGI.SwapChain@)">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D10.Device1" /> class along with a new <see cref = "T:SharpDX.DXGI.SwapChain" /> used for rendering.
            </summary>
            <param name = "driverType">The type of device to create.</param>
            <param name = "flags">A list of runtime layers to enable.</param>
            <param name = "swapChainDescription">Details used to create the swap chain.</param>
            <param name = "device">When the method completes, contains the created device instance.</param>
            <param name = "swapChain">When the method completes, contains the created swap chain instance.</param>
            <returns>A <see cref = "T:SharpDX.Result" /> object describing the result of the operation.</returns>
        </member>
        <member name="M:SharpDX.Direct3D10.Device1.CreateWithSwapChain(SharpDX.DXGI.Adapter,SharpDX.Direct3D10.DeviceCreationFlags,SharpDX.DXGI.SwapChainDescription,SharpDX.Direct3D10.Device1@,SharpDX.DXGI.SwapChain@)">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D10.Device1" /> class along with a new <see cref = "T:SharpDX.DXGI.SwapChain" /> used for rendering.
            </summary>
            <param name = "adapter">The video adapter on which the device should be created.</param>
            <param name = "flags">A list of runtime layers to enable.</param>
            <param name = "swapChainDescription">Details used to create the swap chain.</param>
            <param name = "device">When the method completes, contains the created device instance.</param>
            <param name = "swapChain">When the method completes, contains the created swap chain instance.</param>
            <returns>A <see cref = "T:SharpDX.Result" /> object describing the result of the operation.</returns>
        </member>
        <member name="M:SharpDX.Direct3D10.Device1.CreateWithSwapChain(SharpDX.Direct3D10.DriverType,SharpDX.Direct3D10.DeviceCreationFlags,SharpDX.DXGI.SwapChainDescription,SharpDX.Direct3D10.FeatureLevel,SharpDX.Direct3D10.Device1@,SharpDX.DXGI.SwapChain@)">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D10.Device1" /> class along with a new <see cref = "T:SharpDX.DXGI.SwapChain" /> used for rendering.
            </summary>
            <param name = "driverType">The type of device to create.</param>
            <param name = "flags">A list of runtime layers to enable.</param>
            <param name = "swapChainDescription">Details used to create the swap chain.</param>
            <param name="featureLevel">Desired feature level</param>
            <param name = "device">When the method completes, contains the created device instance.</param>
            <param name = "swapChain">When the method completes, contains the created swap chain instance.</param>
            <returns>A <see cref = "T:SharpDX.Result" /> object describing the result of the operation.</returns>
        </member>
        <member name="M:SharpDX.Direct3D10.Device1.CreateWithSwapChain(SharpDX.DXGI.Adapter,SharpDX.Direct3D10.DeviceCreationFlags,SharpDX.DXGI.SwapChainDescription,SharpDX.Direct3D10.FeatureLevel,SharpDX.Direct3D10.Device1@,SharpDX.DXGI.SwapChain@)">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D10.Device1" /> class along with a new <see cref = "T:SharpDX.DXGI.SwapChain" /> used for rendering.
            </summary>
            <param name = "adapter">The video adapter on which the device should be created.</param>
            <param name = "flags">A list of runtime layers to enable.</param>
            <param name = "swapChainDescription">Details used to create the swap chain.</param>
            <param name="featureLevel">Desired feature level</param>
            <param name = "device">When the method completes, contains the created device instance.</param>
            <param name = "swapChain">When the method completes, contains the created swap chain instance.</param>
            <returns>A <see cref = "T:SharpDX.Result" /> object describing the result of the operation.</returns>
        </member>
        <member name="M:SharpDX.Direct3D10.Device1.CreateWithSwapChain(SharpDX.DXGI.Adapter,SharpDX.Direct3D10.DriverType,SharpDX.Direct3D10.DeviceCreationFlags,SharpDX.DXGI.SwapChainDescription,SharpDX.Direct3D10.FeatureLevel,SharpDX.Direct3D10.Device1@,SharpDX.DXGI.SwapChain@)">
            <summary>
              This overload has been deprecated. Use one of the alternatives that does not take both an adapter and a driver type.
            </summary>
        </member>
        <member name="M:SharpDX.Direct3D10.Device1.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.Device1"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D10.Device1.op_Explicit(System.IntPtr)~SharpDX.Direct3D10.Device1">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D10.Device1"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D10.Device1.CreateShaderResourceView1(SharpDX.Direct3D10.Resource,System.Nullable{SharpDX.Direct3D10.ShaderResourceViewDescription1},SharpDX.Direct3D10.ShaderResourceView1)">
            <summary>	
            <p>Create a shader-resource view for accessing data in a resource.</p>	
            </summary>	
            <param name="resourceRef">No documentation.</param>	
            <param name="descRef">No documentation.</param>	
            <param name="sRViewOut">No documentation.</param>	
            <returns><p>This method returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>A resource is made up of one or more subresources, a view identifies which subresources to allow the pipeline to access. In addition, each resource is bound to the pipeline using a view. A shader-resource view is designed to bind any buffer or texture resource to the shader stages using the following API methods: <strong>VSSetShaderResources</strong>, <strong>GSSetShaderResources</strong> and <strong>PSSetShaderResources</strong>.</p><p>Since a view is fully typed, this means that typeless resources become fully typed when bound to the pipeline.</p><p>This method requires Windows Vista Service Pack 1.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device1::CreateShaderResourceView1']/*"/>	
            <msdn-id>bb694548</msdn-id>	
            <unmanaged>HRESULT ID3D10Device1::CreateShaderResourceView1([In] ID3D10Resource* pResource,[In, Optional] const D3D10_SHADER_RESOURCE_VIEW_DESC1* pDesc,[Out, Fast] ID3D10ShaderResourceView1** ppSRView)</unmanaged>	
            <unmanaged-short>ID3D10Device1::CreateShaderResourceView1</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Device1.CreateBlendState1(SharpDX.Direct3D10.BlendStateDescription1@,SharpDX.Direct3D10.BlendState1)">
            <summary>	
            <p>Create a blend-state object that encapsules blend state for the output-merger stage.</p>	
            </summary>	
            <param name="blendStateDescRef"><dd>  <p>Pointer to a blend-state description (see <strong><see cref="T:SharpDX.Direct3D10.BlendStateDescription1"/></strong>).</p> </dd></param>	
            <param name="blendStateOut"><dd>  <p>Address of a reference to the blend-state object created (see <strong><see cref="T:SharpDX.Direct3D10.BlendState1"/> Interface</strong>).</p> </dd></param>	
            <returns><p>This method returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>An application can create up to 4096 unique blend-state objects. For each object created, the runtime checks to see if a previous object has the same state. If such a previous object exists, the runtime will return a reference to previous instance instead of creating a duplicate object.</p><p>This method requires Windows Vista Service Pack 1.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device1::CreateBlendState1']/*"/>	
            <msdn-id>bb694547</msdn-id>	
            <unmanaged>HRESULT ID3D10Device1::CreateBlendState1([In] const D3D10_BLEND_DESC1* pBlendStateDesc,[Out, Fast] ID3D10BlendState1** ppBlendState)</unmanaged>	
            <unmanaged-short>ID3D10Device1::CreateBlendState1</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Device1.GetFeatureLevel">
            <summary>	
            <p>Gets the feature level of the hardware device.</p>	
            </summary>	
            <returns><p>The feature level (see <strong><see cref="T:SharpDX.Direct3D10.FeatureLevel"/></strong>).</p></returns>	
            <remarks>	
            <p>This method requires Windows Vista Service Pack 1.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device1::GetFeatureLevel']/*"/>	
            <msdn-id>bb694549</msdn-id>	
            <unmanaged>D3D10_FEATURE_LEVEL1 ID3D10Device1::GetFeatureLevel()</unmanaged>	
            <unmanaged-short>ID3D10Device1::GetFeatureLevel</unmanaged-short>	
        </member>
        <member name="P:SharpDX.Direct3D10.Device1.FeatureLevel">
            <summary>	
            <p>Gets the feature level of the hardware device.</p>	
            </summary>	
            <remarks>	
            <p>This method requires Windows Vista Service Pack 1.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device1::GetFeatureLevel']/*"/>	
            <msdn-id>bb694549</msdn-id>	
            <unmanaged>GetFeatureLevel</unmanaged>	
            <unmanaged-short>GetFeatureLevel</unmanaged-short>	
            <unmanaged>D3D10_FEATURE_LEVEL1 ID3D10Device1::GetFeatureLevel()</unmanaged>
        </member>
        <member name="T:SharpDX.Direct3D10.Effect">
            <summary>	
            <p>An <strong><see cref="T:SharpDX.Direct3D10.Effect"/></strong> interface manages a set of state objects, resources, and shaders for implementing a rendering effect.</p>	
            </summary>	
            <remarks>	
            <p>An effect is created by calling <strong><see cref="M:SharpDX.Direct3D10.D3D10.CreateEffectFromMemory(System.IntPtr,SharpDX.PointerSize,System.Int32,SharpDX.Direct3D10.Device,SharpDX.Direct3D10.EffectPool,SharpDX.Direct3D10.Effect)"/></strong>.</p><p>The effect system groups the information required for rendering into an effect which contains: state objects for assigning state changes in groups, resources for supplying input data and storing output data, and programs that control how the rendering is done called shaders. For more information, see Effects (Direct3D 10).</p><p><strong>Note</strong>??</p><p>If you call <strong>QueryInterface</strong> on an <strong><see cref="T:SharpDX.Direct3D10.Effect"/></strong> object to retrieve the <strong><see cref="T:SharpDX.ComObject"/></strong> interface, <strong>QueryInterface</strong> returns E_NOINTERFACE. To work around this issue, use the following code:</p><pre><code> <see cref="T:SharpDX.ComObject"/>* pIUnknown = (<see cref="T:SharpDX.ComObject"/>*)pEffect; pIUnknown-&gt;AddRef();	
            </code></pre>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Effect']/*"/>	
            <msdn-id>bb173630</msdn-id>	
            <unmanaged>ID3D10Effect</unmanaged>	
            <unmanaged-short>ID3D10Effect</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Effect.#ctor(SharpDX.Direct3D10.Device,System.Byte[],SharpDX.D3DCompiler.EffectFlags,SharpDX.Direct3D10.EffectPool)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.Effect"/> class.
            </summary>
            <param name="device">The device.</param>
            <param name="effectByteCode">The effect byte code.</param>
            <param name="fxFlags">Effect compile options</param>
            <param name="effectPool">Optional. A reference to an memory space for effect variables that are shared across effects (see <see cref="T:SharpDX.Direct3D10.EffectPool"/>).</param>
        </member>
        <member name="M:SharpDX.Direct3D10.Effect.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.Effect"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D10.Effect.op_Explicit(System.IntPtr)~SharpDX.Direct3D10.Effect">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D10.Effect"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D10.Effect.IsValid_">
            <summary>	
            <p>Test an effect to see if it contains valid syntax.</p>	
            </summary>	
            <returns><p><strong>TRUE</strong> if the code syntax is valid; otherwise <strong><see cref="F:SharpDX.Result.False"/></strong>.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Effect::IsValid']/*"/>	
            <msdn-id>bb173772</msdn-id>	
            <unmanaged>BOOL ID3D10Effect::IsValid()</unmanaged>	
            <unmanaged-short>ID3D10Effect::IsValid</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Effect.IsPool_">
            <summary>	
            <p>Test an effect to see if it is part of a memory pool.</p>	
            </summary>	
            <returns><p><strong>TRUE</strong> if the effect is pooled; otherwise <strong><see cref="F:SharpDX.Result.False"/></strong>. See <strong><see cref="T:SharpDX.Direct3D10.EffectPool"/> Interface</strong>.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Effect::IsPool']/*"/>	
            <msdn-id>bb173771</msdn-id>	
            <unmanaged>BOOL ID3D10Effect::IsPool()</unmanaged>	
            <unmanaged-short>ID3D10Effect::IsPool</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Effect.GetDevice(SharpDX.Direct3D10.Device@)">
            <summary>	
            <p>Get the device that created the effect.</p>	
            </summary>	
            <param name="deviceOut"><dd>  <p>A reference to an <strong><see cref="T:SharpDX.Direct3D10.Device"/> Interface</strong>.</p> </dd></param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>An effect is created for a specific device, by calling a function such as <strong><see cref="M:SharpDX.Direct3D10.D3DX10.CreateEffectFromFile(System.String,SharpDX.Direct3D.ShaderMacro[],System.IntPtr,System.String,System.Int32,System.Int32,SharpDX.Direct3D10.Device,SharpDX.Direct3D10.EffectPool,System.IntPtr,SharpDX.Direct3D10.Effect@,SharpDX.Direct3D.Blob@,SharpDX.Result@)"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Effect::GetDevice']/*"/>	
            <msdn-id>bb173764</msdn-id>	
            <unmanaged>HRESULT ID3D10Effect::GetDevice([Out] ID3D10Device** ppDevice)</unmanaged>	
            <unmanaged-short>ID3D10Effect::GetDevice</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Effect.GetDescription(SharpDX.Direct3D10.EffectDescription@)">
            <summary>	
            <p>Get an effect description.</p>	
            </summary>	
            <param name="descRef"><dd>  <p>A reference to an effect description (see <strong><see cref="T:SharpDX.Direct3D10.EffectDescription"/></strong>).</p> </dd></param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>An effect description contains basic information about an effect such as the techniques it contains and the constant buffer resources it requires.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Effect::GetDesc']/*"/>	
            <msdn-id>bb173763</msdn-id>	
            <unmanaged>HRESULT ID3D10Effect::GetDesc([Out] D3D10_EFFECT_DESC* pDesc)</unmanaged>	
            <unmanaged-short>ID3D10Effect::GetDesc</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Effect.GetConstantBufferByIndex(System.Int32)">
            <summary>	
            <p>Get a constant buffer by index.</p>	
            </summary>	
            <param name="index"><dd>  <p>A zero-based index.</p> </dd></param>	
            <returns><p>A reference to a <strong><see cref="T:SharpDX.Direct3D10.EffectConstantBuffer"/> Interface</strong>.</p></returns>	
            <remarks>	
            <p>An effect that contains a variable that will be read/written by an application requires at least one constant buffer. For best performance, an effect should organize variables into one or more constant buffers based on their frequency of update.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Effect::GetConstantBufferByIndex']/*"/>	
            <msdn-id>bb173761</msdn-id>	
            <unmanaged>ID3D10EffectConstantBuffer* ID3D10Effect::GetConstantBufferByIndex([In] unsigned int Index)</unmanaged>	
            <unmanaged-short>ID3D10Effect::GetConstantBufferByIndex</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Effect.GetConstantBufferByName(System.String)">
            <summary>	
            <p>Get a constant buffer by name.</p>	
            </summary>	
            <param name="name"><dd>  <p>The constant-buffer name.</p> </dd></param>	
            <returns><p>A reference to the constant buffer indicated by the Name. See <strong><see cref="T:SharpDX.Direct3D10.EffectConstantBuffer"/></strong>.</p></returns>	
            <remarks>	
            <p>An effect that contains a variable that will be read/written by an application requires at least one constant buffer. For best performance, an effect should organize variables into one or more constant buffers based on their frequency of update.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Effect::GetConstantBufferByName']/*"/>	
            <msdn-id>bb173762</msdn-id>	
            <unmanaged>ID3D10EffectConstantBuffer* ID3D10Effect::GetConstantBufferByName([In] const char* Name)</unmanaged>	
            <unmanaged-short>ID3D10Effect::GetConstantBufferByName</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Effect.GetVariableByIndex(System.Int32)">
            <summary>	
            <p>Get a variable by index.</p>	
            </summary>	
            <param name="index"><dd>  <p>A zero-based index.</p> </dd></param>	
            <returns><p>A reference to a <strong><see cref="T:SharpDX.Direct3D10.EffectVariable"/> Interface</strong>.</p></returns>	
            <remarks>	
            <p>An effect may contain one or more variables. Variables outside of a technique are considered global to all effects, those located inside of a technique are local to that technique. You can access any local non-static effect variable using its name or with an index.</p><p>The method returns a reference to an <strong>effect-variable interface</strong> if a variable is not found; you can call <strong><see cref="M:SharpDX.Direct3D10.Effect.IsValid_"/></strong> to verify whether or not the index exists.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Effect::GetVariableByIndex']/*"/>	
            <msdn-id>bb173767</msdn-id>	
            <unmanaged>ID3D10EffectVariable* ID3D10Effect::GetVariableByIndex([In] unsigned int Index)</unmanaged>	
            <unmanaged-short>ID3D10Effect::GetVariableByIndex</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Effect.GetVariableByName(System.String)">
            <summary>	
            <p>Get a variable by name.</p>	
            </summary>	
            <param name="name"><dd>  <p>The variable name.</p> </dd></param>	
            <returns><p>A reference to an <strong><see cref="T:SharpDX.Direct3D10.EffectVariable"/> Interface</strong>.</p></returns>	
            <remarks>	
            <p>An effect may contain one or more variables. Variables outside of a technique are considered global to all effects, those located inside of a technique are local to that technique. You can access an effect variable using its name or with an index.</p><p>The method returns a reference to an <strong>effect-variable interface</strong> if a variable is not found; you can call <strong><see cref="M:SharpDX.Direct3D10.Effect.IsValid_"/></strong> to verify whether or not the name exists.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Effect::GetVariableByName']/*"/>	
            <msdn-id>Bb173768</msdn-id>	
            <unmanaged>ID3D10EffectVariable* ID3D10Effect::GetVariableByName([In] const char* Name)</unmanaged>	
            <unmanaged-short>ID3D10Effect::GetVariableByName</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Effect.GetVariableBySemantic(System.String)">
            <summary>	
            <p>Get a variable by semantic.</p>	
            </summary>	
            <param name="semantic"><dd>  <p>The semantic name.</p> </dd></param>	
            <returns><p>A reference to the effect variable indicated by the Semantic. See <strong><see cref="T:SharpDX.Direct3D10.EffectVariable"/> Interface</strong>.</p></returns>	
            <remarks>	
            <p>Each effect variable can have a semantic attached, which is a user defined metadata string. Some system-value semantics are reserved words that trigger built in functionality by pipeline stages.</p><p>The method returns a reference to an <strong>effect-variable interface</strong> if a variable is not found; you can call <strong><see cref="M:SharpDX.Direct3D10.Effect.IsValid_"/></strong> to verify whether or not the semantic exists.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Effect::GetVariableBySemantic']/*"/>	
            <msdn-id>bb173769</msdn-id>	
            <unmanaged>ID3D10EffectVariable* ID3D10Effect::GetVariableBySemantic([In] const char* Semantic)</unmanaged>	
            <unmanaged-short>ID3D10Effect::GetVariableBySemantic</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Effect.GetTechniqueByIndex(System.Int32)">
            <summary>	
            <p>Get a technique by index.</p>	
            </summary>	
            <param name="index"><dd>  <p>A zero-based index.</p> </dd></param>	
            <returns><p>A reference to an <strong><see cref="T:SharpDX.Direct3D10.EffectTechnique"/> Interface</strong>.</p></returns>	
            <remarks>	
            <p>An effect contains one or more techniques; each technique contains one or more passes. You can access a technique using its name or with an index.  For more about techniques, see techniques and passes.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Effect::GetTechniqueByIndex']/*"/>	
            <msdn-id>bb173765</msdn-id>	
            <unmanaged>ID3D10EffectTechnique* ID3D10Effect::GetTechniqueByIndex([In] unsigned int Index)</unmanaged>	
            <unmanaged-short>ID3D10Effect::GetTechniqueByIndex</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Effect.GetTechniqueByName(System.String)">
            <summary>	
            <p>Get a technique by name.</p>	
            </summary>	
            <param name="name"><dd>  <p>The name of the technique.</p> </dd></param>	
            <returns><p>A reference to an <strong><see cref="T:SharpDX.Direct3D10.EffectTechnique"/> Interface</strong>, or <strong><c>null</c></strong> if the technique is not found.</p></returns>	
            <remarks>	
            <p>An effect contains one or more techniques; each technique contains one or more passes. You can access a technique using its name or with an index. For more about techniques, see techniques and passes.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Effect::GetTechniqueByName']/*"/>	
            <msdn-id>bb173766</msdn-id>	
            <unmanaged>ID3D10EffectTechnique* ID3D10Effect::GetTechniqueByName([In] const char* Name)</unmanaged>	
            <unmanaged-short>ID3D10Effect::GetTechniqueByName</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Effect.Optimize">
            <summary>	
            <p>Minimize the amount of memory required for an effect.</p>	
            </summary>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>An effect uses memory space two different ways: to store the information required by the runtime to execute an effect, and to store the metadata  required to reflect information back to an application using the API. You can minimize the amount of memory required by an effect by  calling <strong><see cref="M:SharpDX.Direct3D10.Effect.Optimize"/></strong> which removes the reflection metadata from memory. API methods to read variables will no  longer work once reflection data has been removed.</p><p>The following methods will fail after Optimize has been called on an effect.</p><ul> <li> <strong><see cref="M:SharpDX.Direct3D10.Effect.GetConstantBufferByIndex(System.Int32)"/></strong> </li> <li> <strong><see cref="M:SharpDX.Direct3D10.Effect.GetConstantBufferByName(System.String)"/></strong> </li> <li> <strong><see cref="M:SharpDX.Direct3D10.Effect.GetDescription(SharpDX.Direct3D10.EffectDescription@)"/></strong> </li> <li> <strong><see cref="M:SharpDX.Direct3D10.Effect.GetDevice(SharpDX.Direct3D10.Device@)"/></strong> </li> <li> <strong><see cref="M:SharpDX.Direct3D10.Effect.GetTechniqueByIndex(System.Int32)"/></strong> </li> <li> <strong><see cref="M:SharpDX.Direct3D10.Effect.GetTechniqueByName(System.String)"/></strong> </li> <li> <strong><see cref="M:SharpDX.Direct3D10.Effect.GetVariableByIndex(System.Int32)"/></strong> </li> <li> <strong><see cref="M:SharpDX.Direct3D10.Effect.GetVariableByName(System.String)"/></strong> </li> <li> <strong><see cref="M:SharpDX.Direct3D10.Effect.GetVariableBySemantic(System.String)"/></strong> </li> </ul><p>Note that references retrieved with these methods before calling <strong><see cref="M:SharpDX.Direct3D10.Effect.Optimize"/></strong> are still valid  after <strong><see cref="M:SharpDX.Direct3D10.Effect.Optimize"/></strong> is called.  This allows the application to get all the variables, techniques, and passes it will use,  call Optimize, and then use the effect.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Effect::Optimize']/*"/>	
            <msdn-id>bb173773</msdn-id>	
            <unmanaged>HRESULT ID3D10Effect::Optimize()</unmanaged>	
            <unmanaged-short>ID3D10Effect::Optimize</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Effect.IsOptimized_">
            <summary>	
            <p>Test an effect to see if the reflection metadata has been removed from memory.</p>	
            </summary>	
            <returns><p><strong>TRUE</strong> if the effect is optimized; otherwise <strong><see cref="F:SharpDX.Result.False"/></strong>.</p></returns>	
            <remarks>	
            <p>An effect uses memory space two different ways: to store the information required by the runtime to execute an effect, and to store the metadata required to reflect information back to an application using the API. You can minimize the amount of memory required by an effect by calling <strong><see cref="M:SharpDX.Direct3D10.Effect.Optimize"/></strong> which removes the reflection metadata from memory. Of course, API methods to read variables will no longer work once reflection data has been removed.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Effect::IsOptimized']/*"/>	
            <msdn-id>bb173770</msdn-id>	
            <unmanaged>BOOL ID3D10Effect::IsOptimized()</unmanaged>	
            <unmanaged-short>ID3D10Effect::IsOptimized</unmanaged-short>	
        </member>
        <member name="P:SharpDX.Direct3D10.Effect.IsValid">
            <summary>	
            <p>Test an effect to see if it contains valid syntax.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Effect::IsValid']/*"/>	
            <msdn-id>bb173772</msdn-id>	
            <unmanaged>IsValid</unmanaged>	
            <unmanaged-short>IsValid</unmanaged-short>	
            <unmanaged>BOOL ID3D10Effect::IsValid()</unmanaged>
        </member>
        <member name="P:SharpDX.Direct3D10.Effect.IsPool">
            <summary>	
            <p>Test an effect to see if it is part of a memory pool.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Effect::IsPool']/*"/>	
            <msdn-id>bb173771</msdn-id>	
            <unmanaged>IsPool</unmanaged>	
            <unmanaged-short>IsPool</unmanaged-short>	
            <unmanaged>BOOL ID3D10Effect::IsPool()</unmanaged>
        </member>
        <member name="P:SharpDX.Direct3D10.Effect.Device">
            <summary>	
            <p>Get the device that created the effect.</p>	
            </summary>	
            <remarks>	
            <p>An effect is created for a specific device, by calling a function such as <strong><see cref="M:SharpDX.Direct3D10.D3DX10.CreateEffectFromFile(System.String,SharpDX.Direct3D.ShaderMacro[],System.IntPtr,System.String,System.Int32,System.Int32,SharpDX.Direct3D10.Device,SharpDX.Direct3D10.EffectPool,System.IntPtr,SharpDX.Direct3D10.Effect@,SharpDX.Direct3D.Blob@,SharpDX.Result@)"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Effect::GetDevice']/*"/>	
            <msdn-id>bb173764</msdn-id>	
            <unmanaged>GetDevice</unmanaged>	
            <unmanaged-short>GetDevice</unmanaged-short>	
            <unmanaged>HRESULT ID3D10Effect::GetDevice([Out] ID3D10Device** ppDevice)</unmanaged>
        </member>
        <member name="P:SharpDX.Direct3D10.Effect.Description">
            <summary>	
            <p>Get an effect description.</p>	
            </summary>	
            <remarks>	
            <p>An effect description contains basic information about an effect such as the techniques it contains and the constant buffer resources it requires.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Effect::GetDesc']/*"/>	
            <msdn-id>bb173763</msdn-id>	
            <unmanaged>GetDesc</unmanaged>	
            <unmanaged-short>GetDesc</unmanaged-short>	
            <unmanaged>HRESULT ID3D10Effect::GetDesc([Out] D3D10_EFFECT_DESC* pDesc)</unmanaged>
        </member>
        <member name="P:SharpDX.Direct3D10.Effect.IsOptimized">
            <summary>	
            <p>Test an effect to see if the reflection metadata has been removed from memory.</p>	
            </summary>	
            <remarks>	
            <p>An effect uses memory space two different ways: to store the information required by the runtime to execute an effect, and to store the metadata required to reflect information back to an application using the API. You can minimize the amount of memory required by an effect by calling <strong><see cref="M:SharpDX.Direct3D10.Effect.Optimize"/></strong> which removes the reflection metadata from memory. Of course, API methods to read variables will no longer work once reflection data has been removed.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Effect::IsOptimized']/*"/>	
            <msdn-id>bb173770</msdn-id>	
            <unmanaged>IsOptimized</unmanaged>	
            <unmanaged-short>IsOptimized</unmanaged-short>	
            <unmanaged>BOOL ID3D10Effect::IsOptimized()</unmanaged>
        </member>
        <member name="T:SharpDX.Direct3D10.EffectBlendVariable">
            <summary>	
            <p>The blend-variable interface accesses blend state.</p>	
            </summary>	
            <remarks>	
            <p>An <strong><see cref="T:SharpDX.Direct3D10.EffectBlendVariable"/> Interface</strong> is created when an effect is read into memory.</p><p>Effect variables are saved in memory in the backing store; when a technique is applied, the values in the backing store are copied to the device. You can use either of these methods to return state. For examples, see Two Ways to Get the State in an Effect Variable.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectBlendVariable']/*"/>	
            <msdn-id>bb173631</msdn-id>	
            <unmanaged>ID3D10EffectBlendVariable</unmanaged>	
            <unmanaged-short>ID3D10EffectBlendVariable</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.EffectVariable">
            <summary>	
            <p>The <strong><see cref="T:SharpDX.Direct3D10.EffectVariable"/></strong> interface is the base class for all effect variables.</p><p>The lifetime of an <strong><see cref="T:SharpDX.Direct3D10.EffectVariable"/></strong> object is equal to the lifetime of its parent <strong><see cref="T:SharpDX.Direct3D10.Effect"/></strong> object.</p><ul> <li>Methods</li> </ul>Methods<p>The <strong><see cref="T:SharpDX.Direct3D10.EffectVariable"/></strong> interface has the following methods.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectVariable']/*"/>	
            <msdn-id>bb173724</msdn-id>	
            <unmanaged>ID3D10EffectVariable</unmanaged>	
            <unmanaged-short>ID3D10EffectVariable</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVariable.SetRawValue(SharpDX.DataStream,System.Int32)">
            <summary>
            Set data.
            </summary>
            <param name="data">A reference to the variable.</param>
            <param name="count">size in bytes of data to write.</param>
            <returns>
            Returns one of the following {{Direct3D 10 Return Codes}}.
            </returns>
            <remarks>
            This method does no conversion or type checking; it is therefore a very quick way to access array items.
            </remarks>
            <unmanaged>HRESULT ID3D10EffectVariable::SetRawValue([None] void* pData,[None] int Offset,[None] int Count)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVariable.GetRawValue(System.Int32)">
            <summary>	
            Get data.	
            </summary>	
            <remarks>	
            This method does no conversion or type checking; it is therefore a very quick way to access array items. 	
            </remarks>	
            <param name="count">The number of bytes to get. </param>
            <returns>Returns a <see cref="T:SharpDX.DataStream"/> filled with the value. </returns>
            <unmanaged>HRESULT ID3D10EffectVariable::GetRawValue([None] void* pData,[None] int Offset,[None] int Count)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVariable.AsScalar">
            <summary>	
            Get a scalar variable.	
            </summary>	
            <remarks>	
            AsScalar returns a version of the effect variable that has been specialized to a scalar variable. Similar to a cast, this specialization will return an invalid object if the effect variable does not contain scalar data. Applications can test the returned object for validity by calling {{IsValid}}. 	
            </remarks>	
            <returns>A reference to a scalar variable. See <see cref="T:SharpDX.Direct3D10.EffectScalarVariable"/>. </returns>
            <unmanaged>ID3D10EffectScalarVariable* ID3D10EffectVariable::AsScalar()</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVariable.AsVector">
            <summary>	
            Get a vector variable.	
            </summary>	
            <remarks>	
            AsVector returns a version of the effect variable that has been specialized to a vector variable. Similar to a cast, this specialization will return an invalid object if the effect variable does not contain vector data. Applications can test the returned object for validity by calling {{IsValid}}. 	
            </remarks>	
            <returns>A reference to a vector variable. See <see cref="T:SharpDX.Direct3D10.EffectVectorVariable"/>. </returns>
            <unmanaged>ID3D10EffectVectorVariable* ID3D10EffectVariable::AsVector()</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVariable.AsMatrix">
            <summary>	
            Get a matrix variable.	
            </summary>	
            <remarks>	
            AsMatrix returns a version of the effect variable that has been specialized to a matrix variable. Similar to a cast, this specialization will return an invalid object if the effect variable does not contain matrix data. Applications can test the returned object for validity by calling {{IsValid}}. 	
            </remarks>	
            <returns>A reference to a matrix variable. See <see cref="T:SharpDX.Direct3D10.EffectMatrixVariable"/>. </returns>
            <unmanaged>ID3D10EffectMatrixVariable* ID3D10EffectVariable::AsMatrix()</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVariable.AsString">
            <summary>	
            Get a string variable.	
            </summary>	
            <remarks>	
            AsString returns a version of the effect variable that has been specialized to a string variable. Similar to a cast, this specialization will return an invalid object if the effect variable does not contain string data. Applications can test the returned object for validity by calling {{IsValid}}. 	
            </remarks>	
            <returns>A reference to a string variable. See <see cref="T:SharpDX.Direct3D10.EffectStringVariable"/>. </returns>
            <unmanaged>ID3D10EffectStringVariable* ID3D10EffectVariable::AsString()</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVariable.AsShaderResource">
            <summary>	
            Get a shader-resource variable.	
            </summary>	
            <remarks>	
            AsShaderResource returns a version of the effect variable that has been specialized to a shader-resource variable. Similar to a cast, this specialization will return an invalid object if the effect variable does not contain shader-resource data. Applications can test the returned object for validity by calling {{IsValid}}. 	
            </remarks>	
            <returns>A reference to a shader-resource variable. See <see cref="T:SharpDX.Direct3D10.EffectShaderResourceVariable"/>. </returns>
            <unmanaged>ID3D10EffectShaderResourceVariable* ID3D10EffectVariable::AsShaderResource()</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVariable.AsRenderTargetView">
            <summary>	
            Get a render-target-view variable.	
            </summary>	
            <remarks>	
            This method returns a version of the effect variable that has been specialized to a render-target-view variable. Similar to a cast, this specialization will return an invalid object if the effect variable does not contain render-target-view data. Applications can test the returned object for validity by calling {{IsValid}}. 	
            </remarks>	
            <returns>A reference to a render-target-view variable. See <see cref="T:SharpDX.Direct3D10.EffectRenderTargetViewVariable"/>. </returns>
            <unmanaged>ID3D10EffectRenderTargetViewVariable* ID3D10EffectVariable::AsRenderTargetView()</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVariable.AsDepthStencilView">
            <summary>	
            Get a depth-stencil-view variable.	
            </summary>	
            <remarks>	
            This method returns a version of the effect variable that has been specialized to a depth-stencil-view variable. Similar to a cast, this specialization will return an invalid object if the effect variable does not contain depth-stencil-view data. Applications can test the returned object for validity by calling {{IsValid}}. 	
            </remarks>	
            <returns>A reference to a depth-stencil-view variable. See <see cref="T:SharpDX.Direct3D10.EffectDepthStencilViewVariable"/>. </returns>
            <unmanaged>ID3D10EffectDepthStencilViewVariable* ID3D10EffectVariable::AsDepthStencilView()</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVariable.AsConstantBuffer">
            <summary>	
            Get a constant buffer.	
            </summary>	
            <remarks>	
            AsConstantBuffer returns a version of the effect variable that has been specialized to a constant buffer. Similar to a cast, this specialization will return an invalid object if the effect variable does not contain constant buffer data. Applications can test the returned object for validity by calling {{IsValid}}. 	
            </remarks>	
            <returns>A reference to a constant buffer. See <see cref="T:SharpDX.Direct3D10.EffectConstantBuffer"/>. </returns>
            <unmanaged>ID3D10EffectConstantBuffer* ID3D10EffectVariable::AsConstantBuffer()</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVariable.AsShader">
            <summary>	
            Get a shader variable.	
            </summary>	
            <remarks>	
            AsShader returns a version of the effect variable that has been specialized to a shader variable. Similar to a cast, this specialization will return an invalid object if the effect variable does not contain shader data. Applications can test the returned object for validity by calling {{IsValid}}. 	
            </remarks>	
            <returns>A reference to a shader variable. See <see cref="T:SharpDX.Direct3D10.EffectShaderVariable"/>. </returns>
            <unmanaged>ID3D10EffectShaderVariable* ID3D10EffectVariable::AsShader()</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVariable.AsBlend">
            <summary>	
            Get a effect-blend variable.	
            </summary>	
            <remarks>	
            AsBlend returns a version of the effect variable that has been specialized to an effect-blend variable. Similar to a cast, this specialization will return an invalid object if the effect variable does not contain effect-blend data. Applications can test the returned object for validity by calling {{IsValid}}. 	
            </remarks>	
            <returns>A reference to an effect blend variable. See <see cref="T:SharpDX.Direct3D10.EffectBlendVariable"/>. </returns>
            <unmanaged>ID3D10EffectBlendVariable* ID3D10EffectVariable::AsBlend()</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVariable.AsDepthStencil">
            <summary>	
            Get a depth-stencil variable.	
            </summary>	
            <remarks>	
            AsDepthStencil returns a version of the effect variable that has been specialized to a depth-stencil variable. Similar to a cast, this specialization will return an invalid object if the effect variable does not contain depth-stencil data. Applications can test the returned object for validity by calling {{IsValid}}. 	
            </remarks>	
            <returns>A reference to a depth-stencil variable. See <see cref="T:SharpDX.Direct3D10.EffectDepthStencilVariable"/>. </returns>
            <unmanaged>ID3D10EffectDepthStencilVariable* ID3D10EffectVariable::AsDepthStencil()</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVariable.AsRasterizer">
            <summary>	
            Get a rasterizer variable.	
            </summary>	
            <remarks>	
            AsRasterizer returns a version of the effect variable that has been specialized to a rasterizer variable. Similar to a cast, this specialization will return an invalid object if the effect variable does not contain rasterizer data. Applications can test the returned object for validity by calling {{IsValid}}. 	
            </remarks>	
            <returns>A reference to a rasterizer variable. See <see cref="T:SharpDX.Direct3D10.EffectRasterizerVariable"/>. </returns>
            <unmanaged>ID3D10EffectRasterizerVariable* ID3D10EffectVariable::AsRasterizer()</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVariable.AsSampler">
            <summary>	
            Get a sampler variable.	
            </summary>	
            <remarks>	
            AsSampler returns a version of the effect variable that has been specialized to a sampler variable. Similar to a cast, this specialization will return an invalid object if the effect variable does not contain sampler data. Applications can test the returned object for validity by calling {{IsValid}}. 	
            </remarks>	
            <returns>A reference to a sampler variable. See <see cref="T:SharpDX.Direct3D10.EffectSamplerVariable"/>. </returns>
            <unmanaged>ID3D10EffectSamplerVariable* ID3D10EffectVariable::AsSampler()</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVariable.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.EffectVariable"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVariable.op_Explicit(System.IntPtr)~SharpDX.Direct3D10.EffectVariable">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D10.EffectVariable"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVariable.IsValid_">
            <summary>	
            <p>Compare the data type with the data stored.</p>	
            </summary>	
            <returns><p><strong>TRUE</strong> if the syntax is valid; otherwise <strong><see cref="F:SharpDX.Result.False"/></strong>.</p></returns>	
            <remarks>	
            <p>This method checks that the data type matches the data stored after casting one interface to another (using any of the As methods).</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectVariable::IsValid']/*"/>	
            <msdn-id>bb173746</msdn-id>	
            <unmanaged>BOOL ID3D10EffectVariable::IsValid()</unmanaged>	
            <unmanaged-short>ID3D10EffectVariable::IsValid</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVariable.GetTypeInfo">
            <summary>	
            <p>Get type information.</p>	
            </summary>	
            <returns><p>A reference to an <strong><see cref="T:SharpDX.Direct3D10.EffectType"/> Interface</strong>.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectVariable::GetType']/*"/>	
            <msdn-id>bb173745</msdn-id>	
            <unmanaged>ID3D10EffectType* ID3D10EffectVariable::GetType()</unmanaged>	
            <unmanaged-short>ID3D10EffectVariable::GetType</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVariable.GetDescription(SharpDX.Direct3D10.EffectVariableDescription@)">
            <summary>	
            <p>Get a description.</p>	
            </summary>	
            <param name="descRef"><dd>  <p>A reference to an effect-variable description (see <strong><see cref="T:SharpDX.Direct3D10.EffectVariableDescription"/></strong>).</p> </dd></param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectVariable::GetDesc']/*"/>	
            <msdn-id>bb173738</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectVariable::GetDesc([Out] D3D10_EFFECT_VARIABLE_DESC* pDesc)</unmanaged>	
            <unmanaged-short>ID3D10EffectVariable::GetDesc</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVariable.GetAnnotationByIndex(System.Int32)">
            <summary>	
            <p>Get an annotation by index.</p>	
            </summary>	
            <param name="index"><dd>  <p>A zero-based index.</p> </dd></param>	
            <returns><p>A reference to an <strong><see cref="T:SharpDX.Direct3D10.EffectVariable"/> Interface</strong>.</p></returns>	
            <remarks>	
            <p>Annonations can be attached to a technique, a pass or a gloval variable. For the syntax, see Annotation Syntax (Direct3D 10).</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectVariable::GetAnnotationByIndex']/*"/>	
            <msdn-id>bb173736</msdn-id>	
            <unmanaged>ID3D10EffectVariable* ID3D10EffectVariable::GetAnnotationByIndex([In] unsigned int Index)</unmanaged>	
            <unmanaged-short>ID3D10EffectVariable::GetAnnotationByIndex</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVariable.GetAnnotationByName(System.String)">
            <summary>	
            <p>Get an annotation by name.</p>	
            </summary>	
            <param name="name"><dd>  <p>The annotation name.</p> </dd></param>	
            <returns><p>A reference to an <strong><see cref="T:SharpDX.Direct3D10.EffectVariable"/> Interface</strong>.  Note that if the annotation is not found the <strong><see cref="T:SharpDX.Direct3D10.EffectVariable"/> Interface</strong> returned will be empty. The <strong><see cref="M:SharpDX.Direct3D10.EffectVariable.IsValid_"/></strong> method should be called to determine whether the annotation was found.</p></returns>	
            <remarks>	
            <p>Annonations can be attached to a technique, a pass or a gloval variable. For the syntax, see Annotation Syntax (Direct3D 10).</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectVariable::GetAnnotationByName']/*"/>	
            <msdn-id>bb173737</msdn-id>	
            <unmanaged>ID3D10EffectVariable* ID3D10EffectVariable::GetAnnotationByName([In] const char* Name)</unmanaged>	
            <unmanaged-short>ID3D10EffectVariable::GetAnnotationByName</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVariable.GetMemberByIndex(System.Int32)">
            <summary>	
            <p>Get a structure member by index.</p>	
            </summary>	
            <param name="index"><dd>  <p>A zero-based index.</p> </dd></param>	
            <returns><p>A reference to an <strong><see cref="T:SharpDX.Direct3D10.EffectVariable"/> Interface</strong>.</p></returns>	
            <remarks>	
            <p>If the effect variable is an structure, use this method to look up a member by index.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectVariable::GetMemberByIndex']/*"/>	
            <msdn-id>bb173740</msdn-id>	
            <unmanaged>ID3D10EffectVariable* ID3D10EffectVariable::GetMemberByIndex([In] unsigned int Index)</unmanaged>	
            <unmanaged-short>ID3D10EffectVariable::GetMemberByIndex</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVariable.GetMemberByName(System.String)">
            <summary>	
            <p>Get a structure member by name.</p>	
            </summary>	
            <param name="name"><dd>  <p>Member name.</p> </dd></param>	
            <returns><p>A reference to an <strong><see cref="T:SharpDX.Direct3D10.EffectVariable"/> Interface</strong>.</p></returns>	
            <remarks>	
            <p>If the effect variable is an structure, use this method to look up a member by name.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectVariable::GetMemberByName']/*"/>	
            <msdn-id>bb173741</msdn-id>	
            <unmanaged>ID3D10EffectVariable* ID3D10EffectVariable::GetMemberByName([In] const char* Name)</unmanaged>	
            <unmanaged-short>ID3D10EffectVariable::GetMemberByName</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVariable.GetMemberBySemantic(System.String)">
            <summary>	
            <p>Get a structure member by semantic.</p>	
            </summary>	
            <param name="semantic"><dd>  <p>The semantic.</p> </dd></param>	
            <returns><p>A reference to an <strong><see cref="T:SharpDX.Direct3D10.EffectVariable"/> Interface</strong>.</p></returns>	
            <remarks>	
            <p>If the effect variable is an structure, use this method to look up a member by attached semantic.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectVariable::GetMemberBySemantic']/*"/>	
            <msdn-id>bb173742</msdn-id>	
            <unmanaged>ID3D10EffectVariable* ID3D10EffectVariable::GetMemberBySemantic([In] const char* Semantic)</unmanaged>	
            <unmanaged-short>ID3D10EffectVariable::GetMemberBySemantic</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVariable.GetElement(System.Int32)">
            <summary>	
            <p>Get an array element.</p>	
            </summary>	
            <param name="index"><dd>  <p>A zero-based index; otherwise 0.</p> </dd></param>	
            <returns><p>A reference to an <strong><see cref="T:SharpDX.Direct3D10.EffectVariable"/> Interface</strong>.</p></returns>	
            <remarks>	
            <p>If the effect variable is an array, use this method to return one of the elements.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectVariable::GetElement']/*"/>	
            <msdn-id>bb173739</msdn-id>	
            <unmanaged>ID3D10EffectVariable* ID3D10EffectVariable::GetElement([In] unsigned int Index)</unmanaged>	
            <unmanaged-short>ID3D10EffectVariable::GetElement</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVariable.GetParentConstantBuffer">
            <summary>	
            <p>Get a constant buffer.</p>	
            </summary>	
            <returns><p>A reference to a <strong><see cref="T:SharpDX.Direct3D10.EffectConstantBuffer"/> Interface</strong>.</p></returns>	
            <remarks>	
            <p>Effect variables are read-from or written-to a constant buffer.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectVariable::GetParentConstantBuffer']/*"/>	
            <msdn-id>bb173743</msdn-id>	
            <unmanaged>ID3D10EffectConstantBuffer* ID3D10EffectVariable::GetParentConstantBuffer()</unmanaged>	
            <unmanaged-short>ID3D10EffectVariable::GetParentConstantBuffer</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVariable.AsScalar_">
            <summary>	
            <p>Get a scalar variable.</p>	
            </summary>	
            <returns><p>A reference to a scalar variable. See <strong><see cref="T:SharpDX.Direct3D10.EffectScalarVariable"/></strong>.</p></returns>	
            <remarks>	
            <p>AsScalar returns a version of the effect variable that has been specialized to a scalar variable. Similar to a cast, this specialization will return an invalid object if the effect variable does not contain scalar data.</p><p>Applications can test the returned object for validity by calling <strong>IsValid</strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectVariable::AsScalar']/*"/>	
            <msdn-id>bb173731</msdn-id>	
            <unmanaged>ID3D10EffectScalarVariable* ID3D10EffectVariable::AsScalar()</unmanaged>	
            <unmanaged-short>ID3D10EffectVariable::AsScalar</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVariable.AsVector_">
            <summary>	
            <p>Get a vector variable.</p>	
            </summary>	
            <returns><p>A reference to a vector variable. See <strong><see cref="T:SharpDX.Direct3D10.EffectVectorVariable"/></strong>.</p></returns>	
            <remarks>	
            <p>AsVector returns a version of the effect variable that has been specialized to a vector variable. Similar to a cast, this specialization will return an invalid object if the effect variable does not contain vector data.</p><p>Applications can test the returned object for validity by calling <strong>IsValid</strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectVariable::AsVector']/*"/>	
            <msdn-id>bb173735</msdn-id>	
            <unmanaged>ID3D10EffectVectorVariable* ID3D10EffectVariable::AsVector()</unmanaged>	
            <unmanaged-short>ID3D10EffectVariable::AsVector</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVariable.AsMatrix_">
            <summary>	
            <p>Get a matrix variable.</p>	
            </summary>	
            <returns><p>A reference to a matrix variable. See <strong><see cref="T:SharpDX.Direct3D10.EffectMatrixVariable"/></strong>.</p></returns>	
            <remarks>	
            <p>AsMatrix returns a version of the effect variable that has been specialized to a matrix variable. Similar to a cast, this specialization will return an invalid object if the effect variable does not contain matrix data.</p><p>Applications can test the returned object for validity by calling <strong>IsValid</strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectVariable::AsMatrix']/*"/>	
            <msdn-id>bb173728</msdn-id>	
            <unmanaged>ID3D10EffectMatrixVariable* ID3D10EffectVariable::AsMatrix()</unmanaged>	
            <unmanaged-short>ID3D10EffectVariable::AsMatrix</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVariable.AsString_">
            <summary>	
            <p>Get a string variable.</p>	
            </summary>	
            <returns><p>A reference to a string variable. See <strong><see cref="T:SharpDX.Direct3D10.EffectStringVariable"/></strong>.</p></returns>	
            <remarks>	
            <p>AsString returns a version of the effect variable that has been specialized to a string variable. Similar to a cast, this specialization will return an invalid object if the effect variable does not contain string data.</p><p>Applications can test the returned object for validity by calling <strong>IsValid</strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectVariable::AsString']/*"/>	
            <msdn-id>bb173734</msdn-id>	
            <unmanaged>ID3D10EffectStringVariable* ID3D10EffectVariable::AsString()</unmanaged>	
            <unmanaged-short>ID3D10EffectVariable::AsString</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVariable.AsShaderResource_">
            <summary>	
            <p>Get a shader-resource variable.</p>	
            </summary>	
            <returns><p>A reference to a shader-resource variable. See <strong><see cref="T:SharpDX.Direct3D10.EffectShaderResourceVariable"/></strong>.</p></returns>	
            <remarks>	
            <p>AsShaderResource returns a version of the effect variable that has been specialized to a shader-resource variable. Similar to a cast, this specialization will return an invalid object if the effect variable does not contain shader-resource data.</p><p>Applications can test the returned object for validity by calling <strong>IsValid</strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectVariable::AsShaderResource']/*"/>	
            <msdn-id>Bb173733</msdn-id>	
            <unmanaged>ID3D10EffectShaderResourceVariable* ID3D10EffectVariable::AsShaderResource()</unmanaged>	
            <unmanaged-short>ID3D10EffectVariable::AsShaderResource</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVariable.AsRenderTargetView_">
            <summary>	
            <p>Get a render-target-view variable.</p>	
            </summary>	
            <returns><p>A reference to a render-target-view variable. See <strong><see cref="T:SharpDX.Direct3D10.EffectRenderTargetViewVariable"/> Interface</strong>.</p></returns>	
            <remarks>	
            <p>This method returns a version of the effect variable that has been specialized to a render-target-view variable. Similar to a cast, this specialization will return an invalid object if the effect variable does not contain render-target-view data.</p><p>Applications can test the returned object for validity by calling <strong>IsValid</strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectVariable::AsRenderTargetView']/*"/>	
            <msdn-id>bb944008</msdn-id>	
            <unmanaged>ID3D10EffectRenderTargetViewVariable* ID3D10EffectVariable::AsRenderTargetView()</unmanaged>	
            <unmanaged-short>ID3D10EffectVariable::AsRenderTargetView</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVariable.AsDepthStencilView_">
            <summary>	
            <p>Get a depth-stencil-view variable.</p>	
            </summary>	
            <returns><p>A reference to a depth-stencil-view variable. See <strong><see cref="T:SharpDX.Direct3D10.EffectDepthStencilViewVariable"/> Interface</strong>.</p></returns>	
            <remarks>	
            <p>This method returns a version of the effect variable that has been specialized to a depth-stencil-view variable. Similar to a cast, this specialization will return an invalid object if the effect variable does not contain depth-stencil-view data.</p><p>Applications can test the returned object for validity by calling <strong>IsValid</strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectVariable::AsDepthStencilView']/*"/>	
            <msdn-id>bb944007</msdn-id>	
            <unmanaged>ID3D10EffectDepthStencilViewVariable* ID3D10EffectVariable::AsDepthStencilView()</unmanaged>	
            <unmanaged-short>ID3D10EffectVariable::AsDepthStencilView</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVariable.AsConstantBuffer_">
            <summary>	
            <p>Get a constant buffer.</p>	
            </summary>	
            <returns><p>A reference to a constant buffer. See <strong><see cref="T:SharpDX.Direct3D10.EffectConstantBuffer"/></strong>.</p></returns>	
            <remarks>	
            <p>AsConstantBuffer returns a version of the effect variable that has been specialized to a constant buffer. Similar to a cast, this specialization will return an invalid object if the effect variable does not contain constant buffer data.</p><p>Applications can test the returned object for validity by calling <strong>IsValid</strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectVariable::AsConstantBuffer']/*"/>	
            <msdn-id>bb173726</msdn-id>	
            <unmanaged>ID3D10EffectConstantBuffer* ID3D10EffectVariable::AsConstantBuffer()</unmanaged>	
            <unmanaged-short>ID3D10EffectVariable::AsConstantBuffer</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVariable.AsShader_">
            <summary>	
            <p>Get a shader variable.</p>	
            </summary>	
            <returns><p>A reference to a shader variable. See <strong><see cref="T:SharpDX.Direct3D10.EffectShaderVariable"/></strong>.</p></returns>	
            <remarks>	
            <p>AsShader returns a version of the effect variable that has been specialized to a shader variable. Similar to a cast, this specialization will return an invalid object if the effect variable does not contain shader data.</p><p>Applications can test the returned object for validity by calling <strong>IsValid</strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectVariable::AsShader']/*"/>	
            <msdn-id>bb173732</msdn-id>	
            <unmanaged>ID3D10EffectShaderVariable* ID3D10EffectVariable::AsShader()</unmanaged>	
            <unmanaged-short>ID3D10EffectVariable::AsShader</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVariable.AsBlend_">
            <summary>	
            <p>Get a effect-blend variable.</p>	
            </summary>	
            <returns><p>A reference to an effect blend variable. See <strong><see cref="T:SharpDX.Direct3D10.EffectBlendVariable"/></strong>.</p></returns>	
            <remarks>	
            <p>AsBlend returns a version of the effect variable that has been specialized to an effect-blend variable. Similar to a cast, this specialization will return an invalid object if the effect variable does not contain effect-blend data.</p><p>Applications can test the returned object for validity by calling <strong>IsValid</strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectVariable::AsBlend']/*"/>	
            <msdn-id>bb173725</msdn-id>	
            <unmanaged>ID3D10EffectBlendVariable* ID3D10EffectVariable::AsBlend()</unmanaged>	
            <unmanaged-short>ID3D10EffectVariable::AsBlend</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVariable.AsDepthStencil_">
            <summary>	
            <p>Get a depth-stencil variable.</p>	
            </summary>	
            <returns><p>A reference to a depth-stencil variable. See <strong><see cref="T:SharpDX.Direct3D10.EffectDepthStencilVariable"/></strong>.</p></returns>	
            <remarks>	
            <p>AsDepthStencil returns a version of the effect variable that has been specialized to a depth-stencil variable. Similar to a cast, this specialization will return an invalid object if the effect variable does not contain depth-stencil data.</p><p>Applications can test the returned object for validity by calling <strong>IsValid</strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectVariable::AsDepthStencil']/*"/>	
            <msdn-id>bb173727</msdn-id>	
            <unmanaged>ID3D10EffectDepthStencilVariable* ID3D10EffectVariable::AsDepthStencil()</unmanaged>	
            <unmanaged-short>ID3D10EffectVariable::AsDepthStencil</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVariable.AsRasterizer_">
            <summary>	
            <p>Get a rasterizer variable.</p>	
            </summary>	
            <returns><p>A reference to a rasterizer variable. See <strong><see cref="T:SharpDX.Direct3D10.EffectRasterizerVariable"/></strong>.</p></returns>	
            <remarks>	
            <p>AsRasterizer returns a version of the effect variable that has been specialized to a rasterizer variable. Similar to a cast, this specialization will return an invalid object if the effect variable does not contain rasterizer data.</p><p>Applications can test the returned object for validity by calling <strong>IsValid</strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectVariable::AsRasterizer']/*"/>	
            <msdn-id>bb173729</msdn-id>	
            <unmanaged>ID3D10EffectRasterizerVariable* ID3D10EffectVariable::AsRasterizer()</unmanaged>	
            <unmanaged-short>ID3D10EffectVariable::AsRasterizer</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVariable.AsSampler_">
            <summary>	
            <p>Get a sampler variable.</p>	
            </summary>	
            <returns><p>A reference to a sampler variable. See <strong><see cref="T:SharpDX.Direct3D10.EffectSamplerVariable"/></strong>.</p></returns>	
            <remarks>	
            <p>AsSampler returns a version of the effect variable that has been specialized to a sampler variable. Similar to a cast, this specialization will return an invalid object if the effect variable does not contain sampler data.</p><p>Applications can test the returned object for validity by calling <strong>IsValid</strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectVariable::AsSampler']/*"/>	
            <msdn-id>bb173730</msdn-id>	
            <unmanaged>ID3D10EffectSamplerVariable* ID3D10EffectVariable::AsSampler()</unmanaged>	
            <unmanaged-short>ID3D10EffectVariable::AsSampler</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVariable.SetRawValue(System.IntPtr,System.Int32,System.Int32)">
            <summary>	
            <p>Set data.</p>	
            </summary>	
            <param name="dataRef"><dd>  <p>A reference to the variable.</p> </dd></param>	
            <param name="offset"><dd>  <p>The offset (in bytes) from the beginning of the reference to the data.</p> </dd></param>	
            <param name="count"><dd>  <p>The number of bytes to set.</p> </dd></param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>This method does no conversion or type checking; it is therefore a very quick way to access array items.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectVariable::SetRawValue']/*"/>	
            <msdn-id>bb173747</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectVariable::SetRawValue([In] void* pData,[In] unsigned int Offset,[In] unsigned int Count)</unmanaged>	
            <unmanaged-short>ID3D10EffectVariable::SetRawValue</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVariable.GetRawValue(System.IntPtr,System.Int32,System.Int32)">
            <summary>	
            <p>Get data.</p>	
            </summary>	
            <param name="dataRef"><dd>  <p>A reference to the variable.</p> </dd></param>	
            <param name="offset"><dd>  <p>The offset (in bytes) from the beginning of the reference to the data.</p> </dd></param>	
            <param name="count"><dd>  <p>The number of bytes to get.</p> </dd></param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>This method does no conversion or type checking; it is therefore a very quick way to access array items.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectVariable::GetRawValue']/*"/>	
            <msdn-id>bb173744</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectVariable::GetRawValue([In] void* pData,[In] unsigned int Offset,[In] unsigned int Count)</unmanaged>	
            <unmanaged-short>ID3D10EffectVariable::GetRawValue</unmanaged-short>	
        </member>
        <member name="P:SharpDX.Direct3D10.EffectVariable.IsValid">
            <summary>	
            <p>Compare the data type with the data stored.</p>	
            </summary>	
            <remarks>	
            <p>This method checks that the data type matches the data stored after casting one interface to another (using any of the As methods).</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectVariable::IsValid']/*"/>	
            <msdn-id>bb173746</msdn-id>	
            <unmanaged>IsValid</unmanaged>	
            <unmanaged-short>IsValid</unmanaged-short>	
            <unmanaged>BOOL ID3D10EffectVariable::IsValid()</unmanaged>
        </member>
        <member name="P:SharpDX.Direct3D10.EffectVariable.TypeInfo">
            <summary>	
            <p>Get type information.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectVariable::GetType']/*"/>	
            <msdn-id>bb173745</msdn-id>	
            <unmanaged>GetType</unmanaged>	
            <unmanaged-short>GetType</unmanaged-short>	
            <unmanaged>ID3D10EffectType* ID3D10EffectVariable::GetType()</unmanaged>
        </member>
        <member name="P:SharpDX.Direct3D10.EffectVariable.Description">
            <summary>	
            <p>Get a description.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectVariable::GetDesc']/*"/>	
            <msdn-id>bb173738</msdn-id>	
            <unmanaged>GetDesc</unmanaged>	
            <unmanaged-short>GetDesc</unmanaged-short>	
            <unmanaged>HRESULT ID3D10EffectVariable::GetDesc([Out] D3D10_EFFECT_VARIABLE_DESC* pDesc)</unmanaged>
        </member>
        <member name="P:SharpDX.Direct3D10.EffectVariable.ParentConstantBuffer">
            <summary>	
            <p>Get a constant buffer.</p>	
            </summary>	
            <remarks>	
            <p>Effect variables are read-from or written-to a constant buffer.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectVariable::GetParentConstantBuffer']/*"/>	
            <msdn-id>bb173743</msdn-id>	
            <unmanaged>GetParentConstantBuffer</unmanaged>	
            <unmanaged-short>GetParentConstantBuffer</unmanaged-short>	
            <unmanaged>ID3D10EffectConstantBuffer* ID3D10EffectVariable::GetParentConstantBuffer()</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectBlendVariable.GetBlendState">
            <summary>	
            Get a pointer to a blend-state interface.
            </summary>	
            <returns>Returns <see cref="T:SharpDX.Direct3D10.BlendState"/>.</returns>
            <unmanaged>HRESULT ID3D10EffectBlendVariable::GetBlendState([None] int Index,[Out] ID3D10BlendState** ppBlendState)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectBlendVariable.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.EffectBlendVariable"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectBlendVariable.op_Explicit(System.IntPtr)~SharpDX.Direct3D10.EffectBlendVariable">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D10.EffectBlendVariable"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectBlendVariable.GetBlendState(System.Int32)">
            <summary>	
            <p>Get a reference to a blend-state interface.</p>	
            </summary>	
            <param name="index"><dd>  <p>Index into an array of blend-state interfaces. If there is only one blend-state interface, use 0.</p> </dd></param>	
            <returns><dd>  <p>The address of a reference to a blend-state interface (see <strong><see cref="T:SharpDX.Direct3D10.BlendState"/> Interface</strong>).</p> </dd></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectBlendVariable::GetBlendState']/*"/>	
            <msdn-id>bb173633</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectBlendVariable::GetBlendState([In] unsigned int Index,[Out] ID3D10BlendState** ppBlendState)</unmanaged>	
            <unmanaged-short>ID3D10EffectBlendVariable::GetBlendState</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectBlendVariable.GetBackingStore(System.Int32,SharpDX.Direct3D10.BlendStateDescription@)">
            <summary>	
            <p>Get a reference to a blend-state variable.</p>	
            </summary>	
            <param name="index"><dd>  <p>Index into an array of blend-state descriptions. If there is only one blend-state variable in the effect, use 0.</p> </dd></param>	
            <param name="blendDescRef"><dd>  <p>A reference to a blend-state description (see <strong><see cref="T:SharpDX.Direct3D10.BlendStateDescription"/></strong>).</p> </dd></param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>Effect variables are saved in memory in the backing store; when a technique is applied, the values in the backing store are copied to the device. Backing store data can used to recreate the variable when necessary.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectBlendVariable::GetBackingStore']/*"/>	
            <msdn-id>bb173632</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectBlendVariable::GetBackingStore([In] unsigned int Index,[Out] D3D10_BLEND_DESC* pBlendDesc)</unmanaged>	
            <unmanaged-short>ID3D10EffectBlendVariable::GetBackingStore</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.EffectDepthStencilVariable">
            <summary>	
            <p>A depth-stencil-variable interface accesses depth-stencil state.</p>	
            </summary>	
            <remarks>	
            <p>An <strong><see cref="T:SharpDX.Direct3D10.EffectDepthStencilVariable"/> Interface</strong> is created when an effect is read into memory.</p><p>Effect variables are saved in memory in the backing store; when a technique is applied, the values in the backing store are copied to the device. You can use either of these methods to return state. For examples, see Two Ways to Get the State in an Effect Variable.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectDepthStencilVariable']/*"/>	
            <msdn-id>bb173639</msdn-id>	
            <unmanaged>ID3D10EffectDepthStencilVariable</unmanaged>	
            <unmanaged-short>ID3D10EffectDepthStencilVariable</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectDepthStencilVariable.GetDepthStencilState">
            <summary>	
            Get a pointer to a depth-stencil interface.	
            </summary>	
            <returns>Returns a pointer to a blend-state interface (see <see cref="T:SharpDX.Direct3D10.DepthStencilState"/>). </returns>
            <unmanaged>HRESULT ID3D10EffectDepthStencilVariable::GetDepthStencilState([None] int Index,[Out] ID3D10DepthStencilState** ppDepthStencilState)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectDepthStencilVariable.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.EffectDepthStencilVariable"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectDepthStencilVariable.op_Explicit(System.IntPtr)~SharpDX.Direct3D10.EffectDepthStencilVariable">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D10.EffectDepthStencilVariable"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectDepthStencilVariable.GetDepthStencilState(System.Int32)">
            <summary>	
            <p>Get a reference to a depth-stencil interface.</p>	
            </summary>	
            <param name="index"><dd>  <p>Index into an array of depth-stencil interfaces. If there is only one depth-stencil interface, use 0.</p> </dd></param>	
            <returns><dd>  <p>The address of a reference to a blend-state interface (see <strong><see cref="T:SharpDX.Direct3D10.DepthStencilState"/> Interface</strong>).</p> </dd></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectDepthStencilVariable::GetDepthStencilState']/*"/>	
            <msdn-id>bb173641</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectDepthStencilVariable::GetDepthStencilState([In] unsigned int Index,[Out] ID3D10DepthStencilState** ppDepthStencilState)</unmanaged>	
            <unmanaged-short>ID3D10EffectDepthStencilVariable::GetDepthStencilState</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectDepthStencilVariable.GetBackingStore(System.Int32)">
            <summary>	
            <p>Get a reference to a variable that contains depth-stencil state.</p>	
            </summary>	
            <param name="index"><dd>  <p>Index into an array of depth-stencil-state descriptions. If there is only one depth-stencil variable in the effect, use 0.</p> </dd></param>	
            <returns><dd>  <p>A reference to a depth-stencil-state description (see <strong><see cref="T:SharpDX.Direct3D10.DepthStencilStateDescription"/></strong>).</p> </dd></returns>	
            <remarks>	
            <p>Effect variables are saved in memory in the backing store; when a technique is applied, the values in the backing store are copied to the device. Backing store data can used to recreate the variable when necessary.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectDepthStencilVariable::GetBackingStore']/*"/>	
            <msdn-id>bb173640</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectDepthStencilVariable::GetBackingStore([In] unsigned int Index,[Out] D3D10_DEPTH_STENCIL_DESC* pDepthStencilDesc)</unmanaged>	
            <unmanaged-short>ID3D10EffectDepthStencilVariable::GetBackingStore</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.EffectDepthStencilViewVariable">
            <summary>	
            <p>A depth-stencil-view-variable interface accesses a depth-stencil view.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectDepthStencilViewVariable']/*"/>	
            <msdn-id>bb173642</msdn-id>	
            <unmanaged>ID3D10EffectDepthStencilViewVariable</unmanaged>	
            <unmanaged-short>ID3D10EffectDepthStencilViewVariable</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectDepthStencilViewVariable.SetDepthStencilArray(SharpDX.Direct3D10.DepthStencilView[])">
            <summary>	
            Set an array of depth-stencil-view resources.	
            </summary>	
            <param name="resourcesRef"> A pointer to an array of depth-stencil-view interfaces. See <see cref="T:SharpDX.Direct3D10.DepthStencilView"/>. </param>
            <returns>Returns one of the following {{Direct3D 10 Return Codes}}. </returns>
            <unmanaged>HRESULT ID3D10EffectDepthStencilViewVariable::SetDepthStencilArray([In, Buffer] ID3D10DepthStencilView** ppResources,[None] int Offset,[None] int Count)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectDepthStencilViewVariable.SetDepthStencilArray(SharpDX.Direct3D10.DepthStencilView[],System.Int32)">
            <summary>	
            Set an array of depth-stencil-view resources.	
            </summary>	
            <param name="resourcesRef"> A pointer to an array of depth-stencil-view interfaces. See <see cref="T:SharpDX.Direct3D10.DepthStencilView"/>. </param>
            <param name="offset"> The zero-based array index to set the first interface. </param>
            <returns>Returns one of the following {{Direct3D 10 Return Codes}}. </returns>
            <unmanaged>HRESULT ID3D10EffectDepthStencilViewVariable::SetDepthStencilArray([In, Buffer] ID3D10DepthStencilView** ppResources,[None] int Offset,[None] int Count)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectDepthStencilViewVariable.GetDepthStencilArray(System.Int32)">
            <summary>	
            Get an array of depth-stencil-view resources.	
            </summary>	
            <param name="count"> The number of elements in the array. </param>
            <returns>Returns an array of depth-stencil-view interfaces. See <see cref="T:SharpDX.Direct3D10.DepthStencilView"/>. </returns>
            <unmanaged>HRESULT ID3D10EffectDepthStencilViewVariable::GetDepthStencilArray([Out, Buffer] ID3D10DepthStencilView** ppResources,[None] int Offset,[None] int Count)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectDepthStencilViewVariable.GetDepthStencilArray(System.Int32,System.Int32)">
            <summary>	
            Get an array of depth-stencil-view resources.	
            </summary>	
            <param name="offset"> The zero-based array index to get the first interface. </param>
            <param name="count"> The number of elements in the array. </param>
            <returns>Returns an array of depth-stencil-view interfaces. See <see cref="T:SharpDX.Direct3D10.DepthStencilView"/>. </returns>
            <unmanaged>HRESULT ID3D10EffectDepthStencilViewVariable::GetDepthStencilArray([Out, Buffer] ID3D10DepthStencilView** ppResources,[None] int Offset,[None] int Count)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectDepthStencilViewVariable.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.EffectDepthStencilViewVariable"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectDepthStencilViewVariable.op_Explicit(System.IntPtr)~SharpDX.Direct3D10.EffectDepthStencilViewVariable">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D10.EffectDepthStencilViewVariable"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectDepthStencilViewVariable.SetDepthStencil(SharpDX.Direct3D10.DepthStencilView)">
            <summary>	
            <p>Set a depth-stencil-view resource.</p>	
            </summary>	
            <param name="resourceRef"><dd>  <p>A reference to a depth-stencil-view interface. See <strong><see cref="T:SharpDX.Direct3D10.DepthStencilView"/> Interface</strong>.</p> </dd></param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectDepthStencilViewVariable::SetDepthStencil']/*"/>	
            <msdn-id>bb173645</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectDepthStencilViewVariable::SetDepthStencil([In] ID3D10DepthStencilView* pResource)</unmanaged>	
            <unmanaged-short>ID3D10EffectDepthStencilViewVariable::SetDepthStencil</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectDepthStencilViewVariable.GetDepthStencil">
            <summary>	
            <p>Get a depth-stencil-view resource.</p>	
            </summary>	
            <returns><dd>  <p>The address of a reference to a depth-stencil-view interface. See <strong><see cref="T:SharpDX.Direct3D10.DepthStencilView"/> Interface</strong>.</p> </dd></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectDepthStencilViewVariable::GetDepthStencil']/*"/>	
            <msdn-id>bb173643</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectDepthStencilViewVariable::GetDepthStencil([In] ID3D10DepthStencilView** ppResource)</unmanaged>	
            <unmanaged-short>ID3D10EffectDepthStencilViewVariable::GetDepthStencil</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectDepthStencilViewVariable.SetDepthStencilArray(SharpDX.Direct3D10.DepthStencilView[],System.Int32,System.Int32)">
            <summary>	
            <p>Set an array of depth-stencil-view resources.</p>	
            </summary>	
            <param name="resourcesOut"><dd>  <p>A reference to an array of depth-stencil-view interfaces. See <strong><see cref="T:SharpDX.Direct3D10.DepthStencilView"/> Interface</strong>.</p> </dd></param>	
            <param name="offset"><dd>  <p>The zero-based array index to set the first interface.</p> </dd></param>	
            <param name="count"><dd>  <p>The number of elements in the array.</p> </dd></param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectDepthStencilViewVariable::SetDepthStencilArray']/*"/>	
            <msdn-id>bb173646</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectDepthStencilViewVariable::SetDepthStencilArray([In, Buffer] ID3D10DepthStencilView** ppResources,[In] unsigned int Offset,[In] unsigned int Count)</unmanaged>	
            <unmanaged-short>ID3D10EffectDepthStencilViewVariable::SetDepthStencilArray</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectDepthStencilViewVariable.SetDepthStencilArray(SharpDX.ComArray{SharpDX.Direct3D10.DepthStencilView},System.Int32,System.Int32)">
            <summary>	
            <p>Set an array of depth-stencil-view resources.</p>	
            </summary>	
            <param name="resourcesOut"><dd>  <p>A reference to an array of depth-stencil-view interfaces. See <strong><see cref="T:SharpDX.Direct3D10.DepthStencilView"/> Interface</strong>.</p> </dd></param>	
            <param name="offset"><dd>  <p>The zero-based array index to set the first interface.</p> </dd></param>	
            <param name="count"><dd>  <p>The number of elements in the array.</p> </dd></param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectDepthStencilViewVariable::SetDepthStencilArray']/*"/>	
            <msdn-id>bb173646</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectDepthStencilViewVariable::SetDepthStencilArray([In, Buffer] ID3D10DepthStencilView** ppResources,[In] unsigned int Offset,[In] unsigned int Count)</unmanaged>	
            <unmanaged-short>ID3D10EffectDepthStencilViewVariable::SetDepthStencilArray</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectDepthStencilViewVariable.GetDepthStencilArray(SharpDX.Direct3D10.DepthStencilView[],System.Int32,System.Int32)">
            <summary>	
            <p>Get an array of depth-stencil-view resources.</p>	
            </summary>	
            <param name="resourcesOut"><dd>  <p>A reference to an array of depth-stencil-view interfaces. See <strong><see cref="T:SharpDX.Direct3D10.DepthStencilView"/> Interface</strong>.</p> </dd></param>	
            <param name="offset"><dd>  <p>The zero-based array index to get the first interface.</p> </dd></param>	
            <param name="count"><dd>  <p>The number of elements in the array.</p> </dd></param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectDepthStencilViewVariable::GetDepthStencilArray']/*"/>	
            <msdn-id>bb173644</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectDepthStencilViewVariable::GetDepthStencilArray([Out, Buffer] ID3D10DepthStencilView** ppResources,[In] unsigned int Offset,[In] unsigned int Count)</unmanaged>	
            <unmanaged-short>ID3D10EffectDepthStencilViewVariable::GetDepthStencilArray</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.EffectMatrixVariable">
            <summary>	
            <p>A matrix-variable interface accesses a matrix.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectMatrixVariable']/*"/>	
            <msdn-id>bb173647</msdn-id>	
            <unmanaged>ID3D10EffectMatrixVariable</unmanaged>	
            <unmanaged-short>ID3D10EffectMatrixVariable</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectMatrixVariable.SetMatrix``1(``0)">
            <summary>	
            Set a floating-point matrix.	
            </summary>	
            <param name="matrix"> A pointer to the first element in the matrix. </param>
            <returns>Returns one of the following {{Direct3D 10 Return Codes}}. </returns>
            <unmanaged>HRESULT ID3D10EffectMatrixVariable::SetMatrix([In] float* pData)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectMatrixVariable.GetMatrix``1">
            <summary>	
            Get a matrix.	
            </summary>	
            <returns><para>A reference to the first element in a matrix.</para></returns>	
            <remarks>	
            Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build  your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.	
            </remarks>	
            <unmanaged>HRESULT ID3DX11EffectMatrixVariable::GetMatrix([Out] SHARPDX_MATRIX* pData)</unmanaged>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectMatrixVariable.GetMatrix">
            <summary>	
            Get a matrix.	
            </summary>	
            <returns><para>A reference to the first element in a matrix.</para></returns>	
            <remarks>	
            Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build  your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.	
            </remarks>	
            <unmanaged>HRESULT ID3DX11EffectMatrixVariable::GetMatrix([Out] SHARPDX_MATRIX* pData)</unmanaged>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectMatrixVariable.SetMatrix``1(``0@)">
            <summary>	
            Set a floating-point matrix.	
            </summary>	
            <param name="matrix"> A pointer to the first element in the matrix. </param>
            <returns>Returns one of the following {{Direct3D 10 Return Codes}}. </returns>
            <unmanaged>HRESULT ID3D10EffectMatrixVariable::SetMatrix([In] float* pData)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectMatrixVariable.SetMatrix``1(``0[])">
            <summary>	
            Set an array of floating-point matrices.	
            </summary>	
            <param name="matrixArray"> A pointer to the first matrix. </param>
            <returns>Returns one of the following {{Direct3D 10 Return Codes}}. </returns>
            <unmanaged>HRESULT ID3D10EffectMatrixVariable::SetMatrixArray([In, Buffer] float* pData,[None] int Offset,[None] int Count)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectMatrixVariable.SetMatrix``1(``0[],System.Int32)">
            <summary>	
            Set an array of floating-point matrices.	
            </summary>	
            <param name="matrixArray"> A pointer to the first matrix. </param>
            <param name="offset"> The number of matrix elements to skip from the start of the array. </param>
            <returns>Returns one of the following {{Direct3D 10 Return Codes}}. </returns>
            <unmanaged>HRESULT ID3D10EffectMatrixVariable::SetMatrixArray([In, Buffer] float* pData,[None] int Offset,[None] int Count)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectMatrixVariable.GetMatrixArray``1(System.Int32)">
            <summary>	
            Get an array of matrices.	
            </summary>	
            <param name="count"> The number of matrices in the returned array. </param>
            <returns>Returns an array of matrix. </returns>
            <unmanaged>HRESULT ID3D10EffectMatrixVariable::GetMatrixArray([Out, Buffer] float* pData,[None] int Offset,[None] int Count)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectMatrixVariable.GetMatrixArray``1(System.Int32,System.Int32)">
            <summary>	
            Get an array of matrices.	
            </summary>	
            <param name="offset"> The offset (in number of matrices) between the start of the array and the first matrix returned. </param>
            <param name="count"> The number of matrices in the returned array. </param>
            <returns>Returns an array of matrix. </returns>
            <unmanaged>HRESULT ID3D10EffectMatrixVariable::GetMatrixArray([Out, Buffer] float* pData,[None] int Offset,[None] int Count)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectMatrixVariable.SetMatrixTranspose``1(``0)">
            <summary>	
            Transpose and set a floating-point matrix.	
            </summary>	
            <remarks>	
             Transposing a matrix will rearrange the data order from row-column order to column-row order (or vice versa). 	
            </remarks>	
            <param name="matrix"> A pointer to the first element of a matrix. </param>
            <returns>Returns one of the following {{Direct3D 10 Return Codes}}. </returns>
            <unmanaged>HRESULT ID3D10EffectMatrixVariable::SetMatrixTranspose([In] float* pData)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectMatrixVariable.SetMatrixTranspose``1(``0@)">
            <summary>	
            Transpose and set a floating-point matrix.	
            </summary>	
            <remarks>	
             Transposing a matrix will rearrange the data order from row-column order to column-row order (or vice versa). 	
            </remarks>	
            <param name="matrix"> A pointer to the first element of a matrix. </param>
            <returns>Returns one of the following {{Direct3D 10 Return Codes}}. </returns>
            <unmanaged>HRESULT ID3D10EffectMatrixVariable::SetMatrixTranspose([In] float* pData)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectMatrixVariable.SetMatrixTranspose``1(``0[])">
            <summary>	
            Transpose and set an array of floating-point matrices.	
            </summary>	
            <remarks>	
             Transposing a matrix will rearrange the data order from row-column order to column-row order (or vice versa). 	
            </remarks>	
            <param name="matrixArray"> A pointer to an array of matrices. </param>
            <returns>Returns one of the following {{Direct3D 10 Return Codes}}. </returns>
            <unmanaged>HRESULT ID3D10EffectMatrixVariable::SetMatrixTransposeArray([In] float* pData,[None] int Offset,[None] int Count)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectMatrixVariable.SetMatrixTranspose``1(``0[],System.Int32)">
            <summary>	
            Transpose and set an array of floating-point matrices.	
            </summary>	
            <remarks>	
             Transposing a matrix will rearrange the data order from row-column order to column-row order (or vice versa). 	
            </remarks>	
            <param name="matrixArray"> A pointer to an array of matrices. </param>
            <param name="offset"> The offset (in number of matrices) between the start of the array and the first matrix to set. </param>
            <returns>Returns one of the following {{Direct3D 10 Return Codes}}. </returns>
            <unmanaged>HRESULT ID3D10EffectMatrixVariable::SetMatrixTransposeArray([In] float* pData,[None] int Offset,[None] int Count)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectMatrixVariable.GetMatrixTranspose``1">
            <summary>	
            Transpose and get a floating-point matrix.	
            </summary>	
            <returns>The transposed matrix.</returns>	
            <remarks>	
            Transposing a matrix will rearrange the data order from row-column order to column-row order (or vice versa).Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build  your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.	
            </remarks>	
            <unmanaged>HRESULT ID3DX11EffectMatrixVariable::GetMatrixTranspose([Out] SHARPDX_MATRIX* pData)</unmanaged>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectMatrixVariable.GetMatrixTranspose">
            <summary>	
            Transpose and get a floating-point matrix.	
            </summary>	
            <returns>The transposed matrix.</returns>	
            <remarks>	
            Transposing a matrix will rearrange the data order from row-column order to column-row order (or vice versa).Note??The DirectX SDK does not supply any compiled binaries for effects. You must use Effects 11 source to build  your effects-type application. For more information about using Effects 11 source, see Differences Between Effects 10 and Effects 11.	
            </remarks>	
            <unmanaged>HRESULT ID3DX11EffectMatrixVariable::GetMatrixTranspose([Out] SHARPDX_MATRIX* pData)</unmanaged>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectMatrixVariable.GetMatrixTransposeArray``1(System.Int32)">
            <summary>	
            Transpose and get an array of floating-point matrices.	
            </summary>	
            <remarks>	
             Transposing a matrix will rearrange the data order from row-column order to column-row order (or vice versa). 	
            </remarks>	
            <param name="count"> The number of matrices in the array to get. </param>
            <returns>Returns an array of transposed <see cref="T:SharpDX.Matrix"/>. </returns>
            <unmanaged>HRESULT ID3D10EffectMatrixVariable::GetMatrixTransposeArray([Out, Buffer] float* pData,[None] int Offset,[None] int Count)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectMatrixVariable.GetMatrixTransposeArray``1(System.Int32,System.Int32)">
            <summary>	
            Transpose and get an array of floating-point matrices.	
            </summary>	
            <remarks>	
             Transposing a matrix will rearrange the data order from row-column order to column-row order (or vice versa). 	
            </remarks>	
            <param name="offset"> The offset (in number of matrices) between the start of the array and the first matrix to get. </param>
            <param name="count"> The number of matrices in the array to get. </param>
            <returns>Returns an array of transposed <see cref="T:SharpDX.Matrix"/>. </returns>
            <unmanaged>HRESULT ID3D10EffectMatrixVariable::GetMatrixTransposeArray([Out, Buffer] float* pData,[None] int Offset,[None] int Count)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectMatrixVariable.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.EffectMatrixVariable"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectMatrixVariable.op_Explicit(System.IntPtr)~SharpDX.Direct3D10.EffectMatrixVariable">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D10.EffectMatrixVariable"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectMatrixVariable.SetMatrix(SharpDX.Matrix@)">
            <summary>	
            <p>Set a floating-point matrix.</p>	
            </summary>	
            <param name="dataRef"><dd>  <p>A reference to the first element in the matrix.</p> </dd></param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectMatrixVariable::SetMatrix']/*"/>	
            <msdn-id>bb173652</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectMatrixVariable::SetMatrix([In] SHARPDX_MATRIX* pData)</unmanaged>	
            <unmanaged-short>ID3D10EffectMatrixVariable::SetMatrix</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectMatrixVariable.GetMatrix(SharpDX.Matrix@)">
            <summary>	
            <p>Get a matrix.</p>	
            </summary>	
            <param name="dataRef"><dd>  <p>A reference to the first element in a matrix.</p> </dd></param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectMatrixVariable::GetMatrix']/*"/>	
            <msdn-id>bb173648</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectMatrixVariable::GetMatrix([Out] SHARPDX_MATRIX* pData)</unmanaged>	
            <unmanaged-short>ID3D10EffectMatrixVariable::GetMatrix</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectMatrixVariable.SetMatrixArray(SharpDX.Matrix[],System.Int32,System.Int32)">
            <summary>	
            <p>Set an array of floating-point matrices.</p>	
            </summary>	
            <param name="dataRef"><dd>  <p>A reference to the first matrix.</p> </dd></param>	
            <param name="offset"><dd>  <p>The number of matrix elements to skip from the start of the array.</p> </dd></param>	
            <param name="count"><dd>  <p>The number of elements to set.</p> </dd></param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectMatrixVariable::SetMatrixArray']/*"/>	
            <msdn-id>bb173653</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectMatrixVariable::SetMatrixArray([In, Buffer] SHARPDX_MATRIX* pData,[In] unsigned int Offset,[In] unsigned int Count)</unmanaged>	
            <unmanaged-short>ID3D10EffectMatrixVariable::SetMatrixArray</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectMatrixVariable.GetMatrixArray(SharpDX.Matrix[],System.Int32,System.Int32)">
            <summary>	
            <p>Get an array of matrices.</p>	
            </summary>	
            <param name="dataRef"><dd>  <p>A reference to the first element of the first matrix in an array of matrices.</p> </dd></param>	
            <param name="offset"><dd>  <p>The offset (in number of matrices) between the start of the array and the first matrix returned.</p> </dd></param>	
            <param name="count"><dd>  <p>The number of matrices in the returned array.</p> </dd></param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectMatrixVariable::GetMatrixArray']/*"/>	
            <msdn-id>bb173649</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectMatrixVariable::GetMatrixArray([Out, Buffer] SHARPDX_MATRIX* pData,[In] unsigned int Offset,[In] unsigned int Count)</unmanaged>	
            <unmanaged-short>ID3D10EffectMatrixVariable::GetMatrixArray</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectMatrixVariable.SetMatrixTranspose(SharpDX.Matrix@)">
            <summary>	
            <p>Transpose and set a floating-point matrix.</p>	
            </summary>	
            <param name="dataRef"><dd>  <p>A reference to the first element of a matrix.</p> </dd></param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>Transposing a matrix will rearrange the data order from row-column order to column-row order (or vice versa).</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectMatrixVariable::SetMatrixTranspose']/*"/>	
            <msdn-id>bb173654</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectMatrixVariable::SetMatrixTranspose([In] SHARPDX_MATRIX* pData)</unmanaged>	
            <unmanaged-short>ID3D10EffectMatrixVariable::SetMatrixTranspose</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectMatrixVariable.GetMatrixTranspose(SharpDX.Matrix@)">
            <summary>	
            <p>Transpose and get a floating-point matrix.</p>	
            </summary>	
            <param name="dataRef"><dd>  <p>A reference to the first element of a transposed matrix.</p> </dd></param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>Transposing a matrix will rearrange the data order from row-column order to column-row order (or vice versa).</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectMatrixVariable::GetMatrixTranspose']/*"/>	
            <msdn-id>bb173650</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectMatrixVariable::GetMatrixTranspose([Out] SHARPDX_MATRIX* pData)</unmanaged>	
            <unmanaged-short>ID3D10EffectMatrixVariable::GetMatrixTranspose</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectMatrixVariable.SetMatrixTransposeArray(SharpDX.Matrix[],System.Int32,System.Int32)">
            <summary>	
            <p>Transpose and set an array of floating-point matrices.</p>	
            </summary>	
            <param name="dataRef"><dd>  <p>A reference to an array of matrices.</p> </dd></param>	
            <param name="offset"><dd>  <p>The offset (in number of matrices) between the start of the array and the first matrix to set.</p> </dd></param>	
            <param name="count"><dd>  <p>The number of matrices in the array to set.</p> </dd></param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>Transposing a matrix will rearrange the data order from row-column order to column-row order (or vice versa).</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectMatrixVariable::SetMatrixTransposeArray']/*"/>	
            <msdn-id>bb173655</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectMatrixVariable::SetMatrixTransposeArray([In, Buffer] SHARPDX_MATRIX* pData,[In] unsigned int Offset,[In] unsigned int Count)</unmanaged>	
            <unmanaged-short>ID3D10EffectMatrixVariable::SetMatrixTransposeArray</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectMatrixVariable.GetMatrixTransposeArray(SharpDX.Matrix[],System.Int32,System.Int32)">
            <summary>	
            <p>Transpose and get an array of floating-point matrices.</p>	
            </summary>	
            <param name="dataRef"><dd>  <p>A reference to the first element of an array of tranposed matrices.</p> </dd></param>	
            <param name="offset"><dd>  <p>The offset (in number of matrices) between the start of the array and the first matrix to get.</p> </dd></param>	
            <param name="count"><dd>  <p>The number of matrices in the array to get.</p> </dd></param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>Transposing a matrix will rearrange the data order from row-column order to column-row order (or vice versa).</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectMatrixVariable::GetMatrixTransposeArray']/*"/>	
            <msdn-id>bb173651</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectMatrixVariable::GetMatrixTransposeArray([Out, Buffer] SHARPDX_MATRIX* pData,[In] unsigned int Offset,[In] unsigned int Count)</unmanaged>	
            <unmanaged-short>ID3D10EffectMatrixVariable::GetMatrixTransposeArray</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.EffectPass">
            <summary>	
            <p>A pass interface encapsulates state assignments within a technique.</p><p>The lifetime of an <strong><see cref="T:SharpDX.Direct3D10.EffectPass"/></strong> object is equal to the lifetime of its parent <strong><see cref="T:SharpDX.Direct3D10.Effect"/></strong> object.</p><ul> <li>Methods</li> </ul>Methods<p>The <strong><see cref="T:SharpDX.Direct3D10.EffectPass"/></strong> interface has the following methods.</p>	
            </summary>	
            <remarks>	
            <p>A pass is a block of code that sets render-state objects and shaders. A pass is declared within a technique; the syntax for a technique is shown in Effect Technique Syntax (Direct3D 10).</p><p>To get an effect-pass interface, call a method like <strong><see cref="M:SharpDX.Direct3D10.EffectTechnique.GetPassByName(System.String)"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectPass']/*"/>	
            <msdn-id>bb173656</msdn-id>	
            <unmanaged>ID3D10EffectPass</unmanaged>	
            <unmanaged-short>ID3D10EffectPass</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectPass.Apply">
            <summary>	
            Set the state contained in a pass to the device.	
            </summary>	
            <returns>Returns one of the following {{Direct3D 10 Return Codes}}.</returns>
            <unmanaged>HRESULT Apply([None] UINT Flags)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectPass.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.EffectPass"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectPass.op_Explicit(System.IntPtr)~SharpDX.Direct3D10.EffectPass">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D10.EffectPass"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectPass.IsValid_">
            <summary>	
            <p>Test a pass to see if it contains valid syntax.</p>	
            </summary>	
            <returns><p><strong>TRUE</strong> if the code syntax is valid; otherwise <strong><see cref="F:SharpDX.Result.False"/></strong>.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectPass::IsValid']/*"/>	
            <msdn-id>bb173665</msdn-id>	
            <unmanaged>BOOL ID3D10EffectPass::IsValid()</unmanaged>	
            <unmanaged-short>ID3D10EffectPass::IsValid</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectPass.GetDescription(SharpDX.Direct3D10.EffectPassDescription@)">
            <summary>	
            <p>Get a pass description.</p>	
            </summary>	
            <param name="descRef"><dd>  <p>A reference to a pass description (see <strong><see cref="T:SharpDX.Direct3D10.EffectPassDescription"/></strong>).</p> </dd></param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>A pass is a block of code that sets render state and shaders (which in turn sets constant buffers, samplers and textures). An effect technique contains one or more passes. See techniques and passes.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectPass::GetDesc']/*"/>	
            <msdn-id>bb173661</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectPass::GetDesc([Out] D3D10_PASS_DESC* pDesc)</unmanaged>	
            <unmanaged-short>ID3D10EffectPass::GetDesc</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectPass.GetVertexShaderDescription(SharpDX.Direct3D10.EffectPassShaderDescription@)">
            <summary>	
            <p>Get a vertex-shader description.</p>	
            </summary>	
            <param name="descRef"><dd>  <p>A reference to a vertex-shader description (see <strong><see cref="T:SharpDX.Direct3D10.EffectPassShaderDescription"/></strong>).</p> </dd></param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>An effect pass can contain render state assignments and shader object assignments.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectPass::GetVertexShaderDesc']/*"/>	
            <msdn-id>Bb173664</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectPass::GetVertexShaderDesc([Out] D3D10_PASS_SHADER_DESC* pDesc)</unmanaged>	
            <unmanaged-short>ID3D10EffectPass::GetVertexShaderDesc</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectPass.GetGeometryShaderDescription(SharpDX.Direct3D10.EffectPassShaderDescription@)">
            <summary>	
            <p>Get a geometry-shader description.</p>	
            </summary>	
            <param name="descRef"><dd>  <p>A reference to a geometry-shader description (see <strong><see cref="T:SharpDX.Direct3D10.EffectPassShaderDescription"/></strong>).</p> </dd></param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>An effect pass can contain render state assignments and shader object assignments.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectPass::GetGeometryShaderDesc']/*"/>	
            <msdn-id>bb173662</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectPass::GetGeometryShaderDesc([Out] D3D10_PASS_SHADER_DESC* pDesc)</unmanaged>	
            <unmanaged-short>ID3D10EffectPass::GetGeometryShaderDesc</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectPass.GetPixelShaderDescription(SharpDX.Direct3D10.EffectPassShaderDescription@)">
            <summary>	
            <p>Get a pixel-shader description.</p>	
            </summary>	
            <param name="descRef"><dd>  <p>A reference to a pixel-shader description (see <strong><see cref="T:SharpDX.Direct3D10.EffectPassShaderDescription"/></strong>).</p> </dd></param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>An effect pass can contain render state assignments and shader object assignments.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectPass::GetPixelShaderDesc']/*"/>	
            <msdn-id>bb173663</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectPass::GetPixelShaderDesc([Out] D3D10_PASS_SHADER_DESC* pDesc)</unmanaged>	
            <unmanaged-short>ID3D10EffectPass::GetPixelShaderDesc</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectPass.GetAnnotationByIndex(System.Int32)">
            <summary>	
            <p>Get an annotation by index.</p>	
            </summary>	
            <param name="index"><dd>  <p>A zero-based index.</p> </dd></param>	
            <returns><p>A reference to an <strong><see cref="T:SharpDX.Direct3D10.EffectVariable"/> Interface</strong>.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectPass::GetAnnotationByIndex']/*"/>	
            <msdn-id>bb173659</msdn-id>	
            <unmanaged>ID3D10EffectVariable* ID3D10EffectPass::GetAnnotationByIndex([In] unsigned int Index)</unmanaged>	
            <unmanaged-short>ID3D10EffectPass::GetAnnotationByIndex</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectPass.GetAnnotationByName(System.String)">
            <summary>	
            <p>Get an annotation by name.</p>	
            </summary>	
            <param name="name"><dd>  <p>The name of the annotation.</p> </dd></param>	
            <returns><p>A reference to an <strong><see cref="T:SharpDX.Direct3D10.EffectVariable"/> Interface</strong>.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectPass::GetAnnotationByName']/*"/>	
            <msdn-id>bb173660</msdn-id>	
            <unmanaged>ID3D10EffectVariable* ID3D10EffectPass::GetAnnotationByName([In] const char* Name)</unmanaged>	
            <unmanaged-short>ID3D10EffectPass::GetAnnotationByName</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectPass.Apply(System.Int32)">
            <summary>	
            <p>Set the state contained in a pass to the device.</p>	
            </summary>	
            <param name="flags"><dd>  <p>Unused.</p> </dd></param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectPass::Apply']/*"/>	
            <msdn-id>bb173657</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectPass::Apply([In] unsigned int Flags)</unmanaged>	
            <unmanaged-short>ID3D10EffectPass::Apply</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectPass.ComputeStateBlockMask(SharpDX.Direct3D10.StateBlockMask@)">
            <summary>	
            <p>Generate a mask for allowing/preventing state changes.</p>	
            </summary>	
            <param name="stateBlockMaskRef"><dd>  <p>A reference to a state-block mask (see <strong><see cref="T:SharpDX.Direct3D10.StateBlockMask"/></strong>).</p> </dd></param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectPass::ComputeStateBlockMask']/*"/>	
            <msdn-id>bb173658</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectPass::ComputeStateBlockMask([In] D3D10_STATE_BLOCK_MASK* pStateBlockMask)</unmanaged>	
            <unmanaged-short>ID3D10EffectPass::ComputeStateBlockMask</unmanaged-short>	
        </member>
        <member name="P:SharpDX.Direct3D10.EffectPass.IsValid">
            <summary>	
            <p>Test a pass to see if it contains valid syntax.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectPass::IsValid']/*"/>	
            <msdn-id>bb173665</msdn-id>	
            <unmanaged>IsValid</unmanaged>	
            <unmanaged-short>IsValid</unmanaged-short>	
            <unmanaged>BOOL ID3D10EffectPass::IsValid()</unmanaged>
        </member>
        <member name="P:SharpDX.Direct3D10.EffectPass.Description">
            <summary>	
            <p>Get a pass description.</p>	
            </summary>	
            <remarks>	
            <p>A pass is a block of code that sets render state and shaders (which in turn sets constant buffers, samplers and textures). An effect technique contains one or more passes. See techniques and passes.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectPass::GetDesc']/*"/>	
            <msdn-id>bb173661</msdn-id>	
            <unmanaged>GetDesc</unmanaged>	
            <unmanaged-short>GetDesc</unmanaged-short>	
            <unmanaged>HRESULT ID3D10EffectPass::GetDesc([Out] D3D10_PASS_DESC* pDesc)</unmanaged>
        </member>
        <member name="P:SharpDX.Direct3D10.EffectPass.VertexShaderDescription">
            <summary>	
            <p>Get a vertex-shader description.</p>	
            </summary>	
            <remarks>	
            <p>An effect pass can contain render state assignments and shader object assignments.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectPass::GetVertexShaderDesc']/*"/>	
            <msdn-id>Bb173664</msdn-id>	
            <unmanaged>GetVertexShaderDesc</unmanaged>	
            <unmanaged-short>GetVertexShaderDesc</unmanaged-short>	
            <unmanaged>HRESULT ID3D10EffectPass::GetVertexShaderDesc([Out] D3D10_PASS_SHADER_DESC* pDesc)</unmanaged>
        </member>
        <member name="P:SharpDX.Direct3D10.EffectPass.GeometryShaderDescription">
            <summary>	
            <p>Get a geometry-shader description.</p>	
            </summary>	
            <remarks>	
            <p>An effect pass can contain render state assignments and shader object assignments.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectPass::GetGeometryShaderDesc']/*"/>	
            <msdn-id>bb173662</msdn-id>	
            <unmanaged>GetGeometryShaderDesc</unmanaged>	
            <unmanaged-short>GetGeometryShaderDesc</unmanaged-short>	
            <unmanaged>HRESULT ID3D10EffectPass::GetGeometryShaderDesc([Out] D3D10_PASS_SHADER_DESC* pDesc)</unmanaged>
        </member>
        <member name="P:SharpDX.Direct3D10.EffectPass.PixelShaderDescription">
            <summary>	
            <p>Get a pixel-shader description.</p>	
            </summary>	
            <remarks>	
            <p>An effect pass can contain render state assignments and shader object assignments.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectPass::GetPixelShaderDesc']/*"/>	
            <msdn-id>bb173663</msdn-id>	
            <unmanaged>GetPixelShaderDesc</unmanaged>	
            <unmanaged-short>GetPixelShaderDesc</unmanaged-short>	
            <unmanaged>HRESULT ID3D10EffectPass::GetPixelShaderDesc([Out] D3D10_PASS_SHADER_DESC* pDesc)</unmanaged>
        </member>
        <member name="T:SharpDX.Direct3D10.EffectPassDescription">
            <summary>	
            <p>Describes an effect pass, which contains pipeline state.</p>	
            </summary>	
            <remarks>	
            <p>Get a pass description by calling <strong><see cref="M:SharpDX.Direct3D10.EffectPass.GetDescription(SharpDX.Direct3D10.EffectPassDescription@)"/></strong>; an effect technique contains one or more passes.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_PASS_DESC']/*"/>	
            <msdn-id>bb205330</msdn-id>	
            <unmanaged>D3D10_PASS_DESC</unmanaged>	
            <unmanaged-short>D3D10_PASS_DESC</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.EffectPassDescription.Name">
            <summary>	
            <dd> <p>A string that contains the name of the pass; otherwise <strong><c>null</c></strong>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_PASS_DESC::Name']/*"/>	
            <msdn-id>bb205330</msdn-id>	
            <unmanaged>const char* Name</unmanaged>	
            <unmanaged-short>char Name</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.EffectPassDescription.AnnotationCount">
            <summary>	
            <dd> <p>The number of annotations.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_PASS_DESC::Annotations']/*"/>	
            <msdn-id>bb205330</msdn-id>	
            <unmanaged>unsigned int Annotations</unmanaged>	
            <unmanaged-short>unsigned int Annotations</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.EffectPassDescription.PIAInputSignature">
            <summary>	
            <dd> <p>A reference to the input signature or the vertex shader; otherwise <strong><c>null</c></strong>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_PASS_DESC::pIAInputSignature']/*"/>	
            <msdn-id>bb205330</msdn-id>	
            <unmanaged>unsigned char* pIAInputSignature</unmanaged>	
            <unmanaged-short>unsigned char pIAInputSignature</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.EffectPassDescription.IAInputSignatureSize">
            <summary>	
            <dd> <p>The size of the input signature (in bytes).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_PASS_DESC::IAInputSignatureSize']/*"/>	
            <msdn-id>bb205330</msdn-id>	
            <unmanaged>SIZE_T IAInputSignatureSize</unmanaged>	
            <unmanaged-short>SIZE_T IAInputSignatureSize</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.EffectPassDescription.StencilReference">
            <summary>	
            <dd> <p>The stencil-reference value used in the depth-stencil state (see Configuring Depth-Stencil Functionality (Direct3D 10)).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_PASS_DESC::StencilRef']/*"/>	
            <msdn-id>bb205330</msdn-id>	
            <unmanaged>unsigned int StencilRef</unmanaged>	
            <unmanaged-short>unsigned int StencilRef</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.EffectPassDescription.SampleMask">
            <summary>	
            <dd> <p>The sample mask for the blend state (see Configuring Blending Functionality (Direct3D 10)).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_PASS_DESC::SampleMask']/*"/>	
            <msdn-id>bb205330</msdn-id>	
            <unmanaged>unsigned int SampleMask</unmanaged>	
            <unmanaged-short>unsigned int SampleMask</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.EffectPassDescription.BlendFactor">
            <summary>	
            <dd> <p>The per-component blend factors (RGBA) for the blend state (see Configuring Blending Functionality (Direct3D 10)).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_PASS_DESC::BlendFactor']/*"/>	
            <msdn-id>bb205330</msdn-id>	
            <unmanaged>SHARPDX_COLOR4 BlendFactor</unmanaged>	
            <unmanaged-short>SHARPDX_COLOR4 BlendFactor</unmanaged-short>	
        </member>
        <member name="P:SharpDX.Direct3D10.EffectPassDescription.Signature">
            <summary>
            Returns the signature of this Effect pass.
            </summary>
        </member>
        <member name="T:SharpDX.Direct3D10.EffectPassShaderDescription">
            <summary>	
            <p>Describes an effect variable that contains a shader.</p>	
            </summary>	
            <remarks>	
            <p>To get a shader description, call a method like <strong><see cref="M:SharpDX.Direct3D10.EffectPass.GetVertexShaderDescription(SharpDX.Direct3D10.EffectPassShaderDescription@)"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_PASS_SHADER_DESC']/*"/>	
            <msdn-id>bb205331</msdn-id>	
            <unmanaged>D3D10_PASS_SHADER_DESC</unmanaged>	
            <unmanaged-short>D3D10_PASS_SHADER_DESC</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.EffectPassShaderDescription.VariablePointer">
            <summary>	
            <dd> <p>A reference to the variable that the shader came from. If it is an inline shader assignment, the returned interface will be an anonymous shader variable, which is not retrievable any other way.  Its name in the variable description will be "$Anonymous". If there is no assignment of this type in the pass block, this will point to a shader variable that returns false when IsValid is called.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_PASS_SHADER_DESC::pShaderVariable']/*"/>	
            <msdn-id>bb205331</msdn-id>	
            <unmanaged>ID3D10EffectShaderVariable* pShaderVariable</unmanaged>	
            <unmanaged-short>ID3D10EffectShaderVariable pShaderVariable</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.EffectPassShaderDescription.Index">
            <summary>	
            <dd> <p>A zero-based array index; otherwise 0.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_PASS_SHADER_DESC::ShaderIndex']/*"/>	
            <msdn-id>bb205331</msdn-id>	
            <unmanaged>unsigned int ShaderIndex</unmanaged>	
            <unmanaged-short>unsigned int ShaderIndex</unmanaged-short>	
        </member>
        <member name="P:SharpDX.Direct3D10.EffectPassShaderDescription.Variable">
            <summary>	
            A reference to the variable that the shader came from. If it is an inline shader assignment, the returned interface will be an anonymous shader variable, which is not retrievable any other way.  Its name in the variable description will be "$Anonymous". If there is no assignment of this type in the pass block, this will point to a shader variable that returns false when IsValid is called. 	
            </summary>	
            <unmanaged>ID3D10EffectShaderVariable* pShaderVariable</unmanaged>
        </member>
        <member name="T:SharpDX.Direct3D10.EffectPool">
            <summary>	
            <p>A pool interface represents a common memory space (or pool) for sharing variables between effects.</p>	
            </summary>	
            <remarks>	
            <p>To create an effect pool, call a function like <strong><see cref="M:SharpDX.Direct3D10.D3DX10.CreateEffectPoolFromFile(System.String,SharpDX.Direct3D.ShaderMacro[],System.IntPtr,System.String,System.Int32,System.Int32,SharpDX.Direct3D10.Device,System.IntPtr,SharpDX.Direct3D10.EffectPool@,SharpDX.Direct3D.Blob@,SharpDX.Result@)"/></strong>. Effect pools can improve performance by reducing the number of API calls required to make state changes (see Using Effect Pools).</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectPool']/*"/>	
            <msdn-id>bb173667</msdn-id>	
            <unmanaged>ID3D10EffectPool</unmanaged>	
            <unmanaged-short>ID3D10EffectPool</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectPool.#ctor(SharpDX.Direct3D10.Device,System.Byte[],SharpDX.D3DCompiler.EffectFlags)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.EffectPool"/> class.
            </summary>
            <param name="device">The device.</param>
            <param name="effectByteCode">The effect byte code.</param>
            <param name="fxFlags">Effect compile options</param>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectPool.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.EffectPool"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectPool.op_Explicit(System.IntPtr)~SharpDX.Direct3D10.EffectPool">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D10.EffectPool"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectPool.AsEffect">
            <summary>	
            <p>Get the effect that created the effect pool.</p>	
            </summary>	
            <returns><p>A reference to an <strong><see cref="T:SharpDX.Direct3D10.Effect"/> Interface</strong> interface.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectPool::AsEffect']/*"/>	
            <msdn-id>bb173668</msdn-id>	
            <unmanaged>ID3D10Effect* ID3D10EffectPool::AsEffect()</unmanaged>	
            <unmanaged-short>ID3D10EffectPool::AsEffect</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.EffectRasterizerVariable">
            <summary>	
            <p>A rasterizer-variable interface accesses rasterizer state.</p>	
            </summary>	
            <remarks>	
            <p>An <strong><see cref="T:SharpDX.Direct3D10.EffectRasterizerVariable"/> Interface</strong> is created when an effect is read into memory.</p><p>Effect variables are saved in memory in the backing store; when a technique is applied, the values in the backing store are copied to the device. You can use either of these methods to return state. For examples, see Two Ways to Get the State in an Effect Variable.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectRasterizerVariable']/*"/>	
            <msdn-id>bb173669</msdn-id>	
            <unmanaged>ID3D10EffectRasterizerVariable</unmanaged>	
            <unmanaged-short>ID3D10EffectRasterizerVariable</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectRasterizerVariable.GetRasterizerState">
            <summary>	
            Get a pointer to a rasterizer interface.	
            </summary>	
            <returns>Returns a pointer to a rasterizer interface (see <see cref="T:SharpDX.Direct3D10.RasterizerState"/>). </returns>
            <unmanaged>HRESULT ID3D10EffectRasterizerVariable::GetRasterizerState([None] int Index,[Out] ID3D10RasterizerState** ppRasterizerState)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectRasterizerVariable.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.EffectRasterizerVariable"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectRasterizerVariable.op_Explicit(System.IntPtr)~SharpDX.Direct3D10.EffectRasterizerVariable">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D10.EffectRasterizerVariable"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectRasterizerVariable.GetRasterizerState(System.Int32)">
            <summary>	
            <p>Get a reference to a rasterizer interface.</p>	
            </summary>	
            <param name="index"><dd>  <p>Index into an array of rasterizer interfaces. If there is only one rasterizer interface, use 0.</p> </dd></param>	
            <returns><dd>  <p>The address of a reference to a rasterizer interface (see <strong><see cref="T:SharpDX.Direct3D10.RasterizerState"/> Interface</strong>).</p> </dd></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectRasterizerVariable::GetRasterizerState']/*"/>	
            <msdn-id>bb173671</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectRasterizerVariable::GetRasterizerState([In] unsigned int Index,[Out] ID3D10RasterizerState** ppRasterizerState)</unmanaged>	
            <unmanaged-short>ID3D10EffectRasterizerVariable::GetRasterizerState</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectRasterizerVariable.GetBackingStore(System.Int32,SharpDX.Direct3D10.RasterizerStateDescription@)">
            <summary>	
            <p>Get a reference to a variable that contains rasteriser state.</p>	
            </summary>	
            <param name="index"><dd>  <p>Index into an array of rasteriser-state descriptions. If there is only one rasteriser variable in the effect, use 0.</p> </dd></param>	
            <param name="rasterizerDescRef"><dd>  <p>A reference to a rasteriser-state description (see <strong><see cref="T:SharpDX.Direct3D10.RasterizerStateDescription"/></strong>).</p> </dd></param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>Effect variables are saved in memory in the backing store; when a technique is applied, the values in the backing store are copied to the device. Backing store data can used to recreate the variable when necessary.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectRasterizerVariable::GetBackingStore']/*"/>	
            <msdn-id>bb173670</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectRasterizerVariable::GetBackingStore([In] unsigned int Index,[Out] D3D10_RASTERIZER_DESC* pRasterizerDesc)</unmanaged>	
            <unmanaged-short>ID3D10EffectRasterizerVariable::GetBackingStore</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.EffectRenderTargetViewVariable">
            <summary>	
            <p>Get an array of render-targets.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectRenderTargetViewVariable']/*"/>	
            <msdn-id>bb173674</msdn-id>	
            <unmanaged>ID3D10EffectRenderTargetViewVariable</unmanaged>	
            <unmanaged-short>ID3D10EffectRenderTargetViewVariable</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectRenderTargetViewVariable.SetRenderTargetArray(SharpDX.Direct3D10.RenderTargetView[])">
            <summary>	
            Set an array of render-targets.	
            </summary>	
            <param name="resourcesRef">Set an array of render-target-view interfaces. See <see cref="T:SharpDX.Direct3D10.RenderTargetView"/>. </param>
            <returns>Returns one of the following {{Direct3D 10 Return Codes}}. </returns>
            <unmanaged>HRESULT ID3D10EffectRenderTargetViewVariable::SetRenderTargetArray([In, Buffer] ID3D10RenderTargetView** ppResources,[None] int Offset,[None] int Count)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectRenderTargetViewVariable.SetRenderTargetArray(SharpDX.Direct3D10.RenderTargetView[],System.Int32)">
            <summary>	
            Set an array of render-targets.	
            </summary>	
            <param name="resourcesRef">Set an array of render-target-view interfaces. See <see cref="T:SharpDX.Direct3D10.RenderTargetView"/>. </param>
            <param name="offset">The zero-based array index to store the first interface. </param>
            <returns>Returns one of the following {{Direct3D 10 Return Codes}}. </returns>
            <unmanaged>HRESULT ID3D10EffectRenderTargetViewVariable::SetRenderTargetArray([In, Buffer] ID3D10RenderTargetView** ppResources,[None] int Offset,[None] int Count)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectRenderTargetViewVariable.GetRenderTargetArray(System.Int32)">
            <summary>	
            Get an array of render-targets.	
            </summary>	
            <param name="count">The number of elements in the array. </param>
            <returns>Returns an array of <see cref="T:SharpDX.Direct3D10.RenderTargetView"/>. </returns>
            <unmanaged>HRESULT ID3D10EffectRenderTargetViewVariable::GetRenderTargetArray([Out, Buffer] ID3D10RenderTargetView** ppResources,[None] int Offset,[None] int Count)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectRenderTargetViewVariable.GetRenderTargetArray(System.Int32,System.Int32)">
            <summary>	
            Get an array of render-targets.	
            </summary>	
            <param name="offset">The zero-based array index to get the first interface. </param>
            <param name="count">The number of elements in the array. </param>
            <returns>Returns an array of <see cref="T:SharpDX.Direct3D10.RenderTargetView"/>. </returns>
            <unmanaged>HRESULT ID3D10EffectRenderTargetViewVariable::GetRenderTargetArray([Out, Buffer] ID3D10RenderTargetView** ppResources,[None] int Offset,[None] int Count)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectRenderTargetViewVariable.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.EffectRenderTargetViewVariable"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectRenderTargetViewVariable.op_Explicit(System.IntPtr)~SharpDX.Direct3D10.EffectRenderTargetViewVariable">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D10.EffectRenderTargetViewVariable"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectRenderTargetViewVariable.SetRenderTarget(SharpDX.Direct3D10.RenderTargetView)">
            <summary>	
            <p>Set a render-target.</p>	
            </summary>	
            <param name="resourceRef"><dd>  <p>A reference to a render-target-view interface. See <strong><see cref="T:SharpDX.Direct3D10.RenderTargetView"/> Interface</strong>.</p> </dd></param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectRenderTargetViewVariable::SetRenderTarget']/*"/>	
            <msdn-id>bb173675</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectRenderTargetViewVariable::SetRenderTarget([In] ID3D10RenderTargetView* pResource)</unmanaged>	
            <unmanaged-short>ID3D10EffectRenderTargetViewVariable::SetRenderTarget</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectRenderTargetViewVariable.GetRenderTarget">
            <summary>	
            <p>Get a render-target.</p>	
            </summary>	
            <returns><dd>  <p>The address of a reference to a render-target-view interface. See <strong><see cref="T:SharpDX.Direct3D10.RenderTargetView"/> Interface</strong>.</p> </dd></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectRenderTargetViewVariable::GetRenderTarget']/*"/>	
            <msdn-id>bb173673</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectRenderTargetViewVariable::GetRenderTarget([Out] ID3D10RenderTargetView** ppResource)</unmanaged>	
            <unmanaged-short>ID3D10EffectRenderTargetViewVariable::GetRenderTarget</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectRenderTargetViewVariable.SetRenderTargetArray(SharpDX.Direct3D10.RenderTargetView[],System.Int32,System.Int32)">
            <summary>	
            <p>Set an array of render-targets.</p>	
            </summary>	
            <param name="resourcesOut"><dd>  <p>Set an array of render-target-view interfaces. See <strong><see cref="T:SharpDX.Direct3D10.RenderTargetView"/> Interface</strong>.</p> </dd></param>	
            <param name="offset"><dd>  <p>The zero-based array index to store the first interface.</p> </dd></param>	
            <param name="count"><dd>  <p>The number of elements in the array.</p> </dd></param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectRenderTargetViewVariable::SetRenderTargetArray']/*"/>	
            <msdn-id>bb173676</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectRenderTargetViewVariable::SetRenderTargetArray([In, Buffer] ID3D10RenderTargetView** ppResources,[In] unsigned int Offset,[In] unsigned int Count)</unmanaged>	
            <unmanaged-short>ID3D10EffectRenderTargetViewVariable::SetRenderTargetArray</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectRenderTargetViewVariable.SetRenderTargetArray(SharpDX.ComArray{SharpDX.Direct3D10.RenderTargetView},System.Int32,System.Int32)">
            <summary>	
            <p>Set an array of render-targets.</p>	
            </summary>	
            <param name="resourcesOut"><dd>  <p>Set an array of render-target-view interfaces. See <strong><see cref="T:SharpDX.Direct3D10.RenderTargetView"/> Interface</strong>.</p> </dd></param>	
            <param name="offset"><dd>  <p>The zero-based array index to store the first interface.</p> </dd></param>	
            <param name="count"><dd>  <p>The number of elements in the array.</p> </dd></param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectRenderTargetViewVariable::SetRenderTargetArray']/*"/>	
            <msdn-id>bb173676</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectRenderTargetViewVariable::SetRenderTargetArray([In, Buffer] ID3D10RenderTargetView** ppResources,[In] unsigned int Offset,[In] unsigned int Count)</unmanaged>	
            <unmanaged-short>ID3D10EffectRenderTargetViewVariable::SetRenderTargetArray</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectRenderTargetViewVariable.GetRenderTargetArray(SharpDX.Direct3D10.RenderTargetView[],System.Int32,System.Int32)">
            <summary>	
            <p>Get an array of render-targets.</p>	
            </summary>	
            <param name="resourcesOut"><dd>  <p>A reference to an array of render-target-view interfaces. See <strong><see cref="T:SharpDX.Direct3D10.RenderTargetView"/> Interface</strong>.</p> </dd></param>	
            <param name="offset"><dd>  <p>The zero-based array index to get the first interface.</p> </dd></param>	
            <param name="count"><dd>  <p>The number of elements in the array.</p> </dd></param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectRenderTargetViewVariable::GetRenderTargetArray']/*"/>	
            <msdn-id>bb173674</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectRenderTargetViewVariable::GetRenderTargetArray([Out, Buffer] ID3D10RenderTargetView** ppResources,[In] unsigned int Offset,[In] unsigned int Count)</unmanaged>	
            <unmanaged-short>ID3D10EffectRenderTargetViewVariable::GetRenderTargetArray</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.EffectSamplerVariable">
            <summary>	
            <p>A sampler interface accesses sampler state.</p>	
            </summary>	
            <remarks>	
            <p>An <strong><see cref="T:SharpDX.Direct3D10.EffectSamplerVariable"/> Interface</strong> is created when an effect is read into memory.</p><p>Effect variables are saved in memory in the backing store; when a technique is applied, the values in the backing store are copied to the device. You can use either of these methods to return state. For examples, see Two Ways to Get the State in an Effect Variable.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectSamplerVariable']/*"/>	
            <msdn-id>bb173677</msdn-id>	
            <unmanaged>ID3D10EffectSamplerVariable</unmanaged>	
            <unmanaged-short>ID3D10EffectSamplerVariable</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectSamplerVariable.GetSampler">
            <summary>	
            Get a reference to a sampler interface.	
            </summary>	
            <returns>Returns a reference to a sampler interface (see <see cref="T:SharpDX.Direct3D10.SamplerState"/>).  </returns>
            <unmanaged>HRESULT ID3D10EffectSamplerVariable::GetSampler([None] int Index,[Out] ID3D10SamplerState** ppSampler)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectSamplerVariable.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.EffectSamplerVariable"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectSamplerVariable.op_Explicit(System.IntPtr)~SharpDX.Direct3D10.EffectSamplerVariable">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D10.EffectSamplerVariable"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectSamplerVariable.GetSampler(System.Int32)">
            <summary>	
            <p>Get a reference to a sampler interface.</p>	
            </summary>	
            <param name="index"><dd>  <p>Index into an array of sampler interfaces. If there is only one sampler interface, use 0.</p> </dd></param>	
            <returns><dd>  <p>The address of a reference to a sampler interface (see <strong><see cref="T:SharpDX.Direct3D10.SamplerState"/> Interface</strong>).</p> </dd></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectSamplerVariable::GetSampler']/*"/>	
            <msdn-id>bb173679</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectSamplerVariable::GetSampler([In] unsigned int Index,[Out] ID3D10SamplerState** ppSampler)</unmanaged>	
            <unmanaged-short>ID3D10EffectSamplerVariable::GetSampler</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectSamplerVariable.GetBackingStore(System.Int32,SharpDX.Direct3D10.SamplerStateDescription@)">
            <summary>	
            <p>Get a reference to a variable that contains sampler state.</p>	
            </summary>	
            <param name="index"><dd>  <p>Index into an array of sampler descriptions. If there is only one sampler variable in the effect, use 0.</p> </dd></param>	
            <param name="samplerDescRef"><dd>  <p>A reference to a sampler description (see <strong><see cref="T:SharpDX.Direct3D10.SamplerStateDescription"/></strong>).</p> </dd></param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectSamplerVariable::GetBackingStore']/*"/>	
            <msdn-id>bb173678</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectSamplerVariable::GetBackingStore([In] unsigned int Index,[Out] D3D10_SAMPLER_DESC* pSamplerDesc)</unmanaged>	
            <unmanaged-short>ID3D10EffectSamplerVariable::GetBackingStore</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.EffectShaderDescription">
            <summary>	
            <p>Describes an effect shader.</p>	
            </summary>	
            <remarks>	
            <p>To get an effect-shader description, call <strong><see cref="M:SharpDX.Direct3D10.EffectShaderVariable.GetShaderDescription(System.Int32)"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_EFFECT_SHADER_DESC']/*"/>	
            <msdn-id>bb205051</msdn-id>	
            <unmanaged>D3D10_EFFECT_SHADER_DESC</unmanaged>	
            <unmanaged-short>D3D10_EFFECT_SHADER_DESC</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.EffectShaderDescription.InputSignaturePointer">
            <summary>	
            <dd> <p>Passed into CreateInputLayout. Only valid on a vertex shader or geometry shader. See <strong>ID3D10Device_CreateInputLayout</strong>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_EFFECT_SHADER_DESC::pInputSignature']/*"/>	
            <msdn-id>bb205051</msdn-id>	
            <unmanaged>const unsigned char* pInputSignature</unmanaged>	
            <unmanaged-short>unsigned char pInputSignature</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.EffectShaderDescription.IsInline">
            <summary>	
            <dd> <p><strong>TRUE</strong> is the shader is defined inline; otherwise <strong><see cref="F:SharpDX.Result.False"/></strong>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_EFFECT_SHADER_DESC::IsInline']/*"/>	
            <msdn-id>bb205051</msdn-id>	
            <unmanaged>BOOL IsInline</unmanaged>	
            <unmanaged-short>BOOL IsInline</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.EffectShaderDescription.BytecodePointer">
            <summary>	
            <dd> <p>A reference to the compiled shader.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_EFFECT_SHADER_DESC::pBytecode']/*"/>	
            <msdn-id>bb205051</msdn-id>	
            <unmanaged>const unsigned char* pBytecode</unmanaged>	
            <unmanaged-short>unsigned char pBytecode</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.EffectShaderDescription.BytecodeLength">
            <summary>	
            <dd> <p>The length of pBytecode.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_EFFECT_SHADER_DESC::BytecodeLength']/*"/>	
            <msdn-id>bb205051</msdn-id>	
            <unmanaged>unsigned int BytecodeLength</unmanaged>	
            <unmanaged-short>unsigned int BytecodeLength</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.EffectShaderDescription.StreamOutputDeclaration">
            <summary>	
            <dd> <p>A string that constains a declaration of the stream output  from a geometry shader.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_EFFECT_SHADER_DESC::SODecl']/*"/>	
            <msdn-id>bb205051</msdn-id>	
            <unmanaged>const char* SODecl</unmanaged>	
            <unmanaged-short>char SODecl</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.EffectShaderDescription.InputParameterCount">
            <summary>	
            <dd> <p>The number of entries in the input signature.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_EFFECT_SHADER_DESC::NumInputSignatureEntries']/*"/>	
            <msdn-id>bb205051</msdn-id>	
            <unmanaged>unsigned int NumInputSignatureEntries</unmanaged>	
            <unmanaged-short>unsigned int NumInputSignatureEntries</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.EffectShaderDescription.OutputParameterCount">
            <summary>	
            <dd> <p>The number of entries in the output signature.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_EFFECT_SHADER_DESC::NumOutputSignatureEntries']/*"/>	
            <msdn-id>bb205051</msdn-id>	
            <unmanaged>unsigned int NumOutputSignatureEntries</unmanaged>	
            <unmanaged-short>unsigned int NumOutputSignatureEntries</unmanaged-short>	
        </member>
        <member name="P:SharpDX.Direct3D10.EffectShaderDescription.Signature">
            <summary>
            Gets the signature passed into InputLayout. Only valid on a vertex shader or geometry shader.
            </summary>
            <value>The signature.</value>
        </member>
        <member name="P:SharpDX.Direct3D10.EffectShaderDescription.Bytecode">
            <summary>
            Gets the bytecode from the compiled shader.
            </summary>
            <value>The bytecode.</value>
        </member>
        <member name="T:SharpDX.Direct3D10.EffectShaderResourceVariable">
            <summary>	
            <p>A shader-resource interface accesses a shader resource.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectShaderResourceVariable']/*"/>	
            <msdn-id>bb173693</msdn-id>	
            <unmanaged>ID3D10EffectShaderResourceVariable</unmanaged>	
            <unmanaged-short>ID3D10EffectShaderResourceVariable</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectShaderResourceVariable.SetResourceArray(SharpDX.Direct3D10.ShaderResourceView[])">
            <summary>	
            Set an array of shader resources.	
            </summary>	
            <param name="resourcesRef">The address of an array of shader-resource-view interfaces. See <see cref="T:SharpDX.Direct3D10.ShaderResourceView"/>. </param>
            <returns>Returns one of the following {{Direct3D 10 Return Codes}}. </returns>
            <unmanaged>HRESULT ID3D10EffectShaderResourceVariable::SetResourceArray([None] ID3D10ShaderResourceView** ppResources,[None] int Offset,[None] int Count)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectShaderResourceVariable.SetResourceArray(SharpDX.Direct3D10.ShaderResourceView[],System.Int32)">
            <summary>	
            Set an array of shader resources.	
            </summary>	
            <param name="resourcesRef">The address of an array of shader-resource-view interfaces. See <see cref="T:SharpDX.Direct3D10.ShaderResourceView"/>. </param>
            <param name="offset">The zero-based array index to get the first interface. </param>
            <returns>Returns one of the following {{Direct3D 10 Return Codes}}. </returns>
            <unmanaged>HRESULT ID3D10EffectShaderResourceVariable::SetResourceArray([None] ID3D10ShaderResourceView** ppResources,[None] int Offset,[None] int Count)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectShaderResourceVariable.GetResourceArray(System.Int32)">
            <summary>	
            Get an array of shader resources.	
            </summary>	
            <param name="count">The number of elements in the array. </param>
            <returns>Returns an array of shader-resource-view interfaces. See <see cref="T:SharpDX.Direct3D10.ShaderResourceView"/>. </returns>
            <unmanaged>HRESULT ID3D10EffectShaderResourceVariable::GetResourceArray([Out] ID3D10ShaderResourceView** ppResources,[None] int Offset,[None] int Count)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectShaderResourceVariable.GetResourceArray(System.Int32,System.Int32)">
            <summary>	
            Get an array of shader resources.	
            </summary>	
            <param name="offset">The zero-based array index to get the first interface. </param>
            <param name="count">The number of elements in the array. </param>
            <returns>Returns an array of shader-resource-view interfaces. See <see cref="T:SharpDX.Direct3D10.ShaderResourceView"/>. </returns>
            <unmanaged>HRESULT ID3D10EffectShaderResourceVariable::GetResourceArray([Out] ID3D10ShaderResourceView** ppResources,[None] int Offset,[None] int Count)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectShaderResourceVariable.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.EffectShaderResourceVariable"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectShaderResourceVariable.op_Explicit(System.IntPtr)~SharpDX.Direct3D10.EffectShaderResourceVariable">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D10.EffectShaderResourceVariable"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectShaderResourceVariable.SetResource(SharpDX.Direct3D10.ShaderResourceView)">
            <summary>	
            <p>Set a shader resource.</p>	
            </summary>	
            <param name="resourceRef"><dd>  <p>The address of a reference to a shader-resource-view interface. See <strong><see cref="T:SharpDX.Direct3D10.ShaderResourceView"/> Interface</strong>.</p> </dd></param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectShaderResourceVariable::SetResource']/*"/>	
            <msdn-id>bb173696</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectShaderResourceVariable::SetResource([In] ID3D10ShaderResourceView* pResource)</unmanaged>	
            <unmanaged-short>ID3D10EffectShaderResourceVariable::SetResource</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectShaderResourceVariable.GetResource">
            <summary>	
            <p>Get a shader resource.</p>	
            </summary>	
            <returns><dd>  <p>The address of a reference to a shader-resource-view interface. See <strong><see cref="T:SharpDX.Direct3D10.ShaderResourceView"/> Interface</strong>.</p> </dd></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectShaderResourceVariable::GetResource']/*"/>	
            <msdn-id>bb173694</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectShaderResourceVariable::GetResource([Out] ID3D10ShaderResourceView** ppResource)</unmanaged>	
            <unmanaged-short>ID3D10EffectShaderResourceVariable::GetResource</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectShaderResourceVariable.SetResourceArray(SharpDX.Direct3D10.ShaderResourceView[],System.Int32,System.Int32)">
            <summary>	
            <p>Set an array of shader resources.</p>	
            </summary>	
            <param name="resourcesOut"><dd>  <p>The address of an array of shader-resource-view interfaces. See <strong><see cref="T:SharpDX.Direct3D10.ShaderResourceView"/> Interface</strong>.</p> </dd></param>	
            <param name="offset"><dd>  <p>The zero-based array index to get the first interface.</p> </dd></param>	
            <param name="count"><dd>  <p>The number of elements in the array.</p> </dd></param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectShaderResourceVariable::SetResourceArray']/*"/>	
            <msdn-id>bb173697</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectShaderResourceVariable::SetResourceArray([In, Buffer] ID3D10ShaderResourceView** ppResources,[In] unsigned int Offset,[In] unsigned int Count)</unmanaged>	
            <unmanaged-short>ID3D10EffectShaderResourceVariable::SetResourceArray</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectShaderResourceVariable.SetResourceArray(SharpDX.ComArray{SharpDX.Direct3D10.ShaderResourceView},System.Int32,System.Int32)">
            <summary>	
            <p>Set an array of shader resources.</p>	
            </summary>	
            <param name="resourcesOut"><dd>  <p>The address of an array of shader-resource-view interfaces. See <strong><see cref="T:SharpDX.Direct3D10.ShaderResourceView"/> Interface</strong>.</p> </dd></param>	
            <param name="offset"><dd>  <p>The zero-based array index to get the first interface.</p> </dd></param>	
            <param name="count"><dd>  <p>The number of elements in the array.</p> </dd></param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectShaderResourceVariable::SetResourceArray']/*"/>	
            <msdn-id>bb173697</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectShaderResourceVariable::SetResourceArray([In, Buffer] ID3D10ShaderResourceView** ppResources,[In] unsigned int Offset,[In] unsigned int Count)</unmanaged>	
            <unmanaged-short>ID3D10EffectShaderResourceVariable::SetResourceArray</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectShaderResourceVariable.GetResourceArray(SharpDX.Direct3D10.ShaderResourceView[],System.Int32,System.Int32)">
            <summary>	
            <p>Get an array of shader resources.</p>	
            </summary>	
            <param name="resourcesOut"><dd>  <p>The address of an array of shader-resource-view interfaces. See <strong><see cref="T:SharpDX.Direct3D10.ShaderResourceView"/> Interface</strong>.</p> </dd></param>	
            <param name="offset"><dd>  <p>The zero-based array index to get the first interface.</p> </dd></param>	
            <param name="count"><dd>  <p>The number of elements in the array.</p> </dd></param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectShaderResourceVariable::GetResourceArray']/*"/>	
            <msdn-id>bb173695</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectShaderResourceVariable::GetResourceArray([Out, Buffer] ID3D10ShaderResourceView** ppResources,[In] unsigned int Offset,[In] unsigned int Count)</unmanaged>	
            <unmanaged-short>ID3D10EffectShaderResourceVariable::GetResourceArray</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.EffectScalarVariable">
            <summary>	
            <p>Get an array of floating-point variables.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectScalarVariable']/*"/>	
            <msdn-id>bb173684</msdn-id>	
            <unmanaged>ID3D10EffectScalarVariable</unmanaged>	
            <unmanaged-short>ID3D10EffectScalarVariable</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectScalarVariable.Set(System.Single)">
            <summary>	
            Set a floating-point variable.	
            </summary>	
            <param name="value">A reference to the variable. </param>
            <returns>Returns one of the following {{Direct3D 10 Return Codes}}. </returns>
            <unmanaged>HRESULT ID3D10EffectScalarVariable::SetFloat([None] float Value)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectScalarVariable.Set(System.Single[])">
            <summary>	
            Set an array of floating-point variables.	
            </summary>	
            <param name="dataRef">A reference to the start of the data to set. </param>
            <returns>Returns one of the following {{Direct3D 10 Return Codes}}. </returns>
            <unmanaged>HRESULT ID3D10EffectScalarVariable::SetFloatArray([In, Buffer] float* pData,[None] int Offset,[None] int Count)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectScalarVariable.Set(System.Single[],System.Int32)">
            <summary>	
            Set an array of floating-point variables.	
            </summary>	
            <param name="dataRef">A reference to the start of the data to set. </param>
            <param name="offset">Must be set to 0; this is reserved for future use.  </param>
            <returns>Returns one of the following {{Direct3D 10 Return Codes}}. </returns>
            <unmanaged>HRESULT ID3D10EffectScalarVariable::SetFloatArray([In, Buffer] float* pData,[None] int Offset,[None] int Count)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectScalarVariable.GetFloatArray(System.Int32)">
            <summary>	
            Get an array of floating-point variables.	
            </summary>	
            <param name="count">The number of array elements to set. </param>
            <returns>Returns an array of floats. </returns>
            <unmanaged>HRESULT ID3D10EffectScalarVariable::GetFloatArray([Out, Buffer] float* pData,[None] int Offset,[None] int Count)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectScalarVariable.GetFloatArray(System.Int32,System.Int32)">
            <summary>	
            Get an array of floating-point variables.	
            </summary>	
            <param name="offset">Must be set to 0; this is reserved for future use.  </param>
            <param name="count">The number of array elements to set. </param>
            <returns>Returns an array of floats. </returns>
            <unmanaged>HRESULT ID3D10EffectScalarVariable::GetFloatArray([Out, Buffer] float* pData,[None] int Offset,[None] int Count)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectScalarVariable.Set(System.Int32)">
            <summary>	
            Set an integer variable.	
            </summary>	
            <param name="value">A reference to the variable. </param>
            <returns>Returns one of the following {{Direct3D 10 Return Codes}}. </returns>
            <unmanaged>HRESULT ID3D10EffectScalarVariable::SetInt([None] int Value)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectScalarVariable.Set(System.Int32[])">
            <summary>	
            Set an array of integer variables.	
            </summary>	
            <param name="dataRef">A reference to the start of the data to set. </param>
            <returns>Returns one of the following {{Direct3D 10 Return Codes}}. </returns>
            <unmanaged>HRESULT ID3D10EffectScalarVariable::SetIntArray([In, Buffer] int* pData,[None] int Offset,[None] int Count)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectScalarVariable.Set(System.Int32[],System.Int32)">
            <summary>	
            Set an array of integer variables.	
            </summary>	
            <param name="dataRef">A reference to the start of the data to set. </param>
            <param name="offset">Must be set to 0; this is reserved for future use.  </param>
            <returns>Returns one of the following {{Direct3D 10 Return Codes}}. </returns>
            <unmanaged>HRESULT ID3D10EffectScalarVariable::SetIntArray([In, Buffer] int* pData,[None] int Offset,[None] int Count)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectScalarVariable.GetIntArray(System.Int32)">
            <summary>	
            Get an array of integer variables.	
            </summary>	
            <param name="count">The number of array elements to set. </param>
            <returns>Returns an array of integer variables. </returns>
            <unmanaged>HRESULT ID3D10EffectScalarVariable::GetIntArray([Out, Buffer] int* pData,[None] int Offset,[None] int Count)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectScalarVariable.GetIntArray(System.Int32,System.Int32)">
            <summary>	
            Get an array of integer variables.	
            </summary>	
            <param name="offset">Must be set to 0; this is reserved for future use.  </param>
            <param name="count">The number of array elements to set. </param>
            <returns>Returns an array of integer variables. </returns>
            <unmanaged>HRESULT ID3D10EffectScalarVariable::GetIntArray([Out, Buffer] int* pData,[None] int Offset,[None] int Count)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectScalarVariable.Set(System.Boolean)">
            <summary>	
            Set a boolean variable.	
            </summary>	
            <param name="value">A reference to the variable. </param>
            <returns>Returns one of the following {{Direct3D 10 Return Codes}}. </returns>
            <unmanaged>HRESULT ID3D10EffectScalarVariable::SetBool([None] BOOL Value)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectScalarVariable.GetBool">
            <summary>	
            Get a boolean variable.	
            </summary>	
            <returns>Returns a boolean. </returns>
            <unmanaged>HRESULT ID3D10EffectScalarVariable::GetBool([Out] BOOL* pValue)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectScalarVariable.Set(System.Boolean[])">
            <summary>	
            Set an array of boolean variables.	
            </summary>	
            <param name="dataRef">A reference to the start of the data to set. </param>
            <returns>Returns one of the following {{Direct3D 10 Return Codes}}. </returns>
            <unmanaged>HRESULT ID3D10EffectScalarVariable::SetBoolArray([In, Buffer] BOOL* pData,[None] int Offset,[None] int Count)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectScalarVariable.Set(System.Boolean[],System.Int32)">
            <summary>	
            Set an array of boolean variables.	
            </summary>	
            <param name="dataRef">A reference to the start of the data to set. </param>
            <param name="offset">Must be set to 0; this is reserved for future use.  </param>
            <returns>Returns one of the following {{Direct3D 10 Return Codes}}. </returns>
            <unmanaged>HRESULT ID3D10EffectScalarVariable::SetBoolArray([In, Buffer] BOOL* pData,[None] int Offset,[None] int Count)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectScalarVariable.GetBoolArray(System.Int32,System.Int32)">
            <summary>	
            Get an array of boolean variables.	
            </summary>	
            <param name="offset">Must be set to 0; this is reserved for future use.  </param>
            <param name="count">The number of array elements to set. </param>
            <returns>Returns one of the following {{Direct3D 10 Return Codes}}. </returns>
            <unmanaged>HRESULT ID3D10EffectScalarVariable::GetBoolArray([Out, Buffer] BOOL* pData,[None] int Offset,[None] int Count)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectScalarVariable.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.EffectScalarVariable"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectScalarVariable.op_Explicit(System.IntPtr)~SharpDX.Direct3D10.EffectScalarVariable">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D10.EffectScalarVariable"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectScalarVariable.SetFloat(System.Single)">
            <summary>	
            <p>Set a floating-point variable.</p>	
            </summary>	
            <param name="value"><dd>  <p>A reference to the variable.</p> </dd></param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectScalarVariable::SetFloat']/*"/>	
            <msdn-id>bb173689</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectScalarVariable::SetFloat([In] float Value)</unmanaged>	
            <unmanaged-short>ID3D10EffectScalarVariable::SetFloat</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectScalarVariable.GetFloat">
            <summary>	
            <p>Get a floating-point variable.</p>	
            </summary>	
            <returns><dd>  <p>A reference to the variable.</p> </dd></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectScalarVariable::GetFloat']/*"/>	
            <msdn-id>bb173683</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectScalarVariable::GetFloat([Out] float* pValue)</unmanaged>	
            <unmanaged-short>ID3D10EffectScalarVariable::GetFloat</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectScalarVariable.SetFloatArray(System.Single[],System.Int32,System.Int32)">
            <summary>	
            <p>Set an array of floating-point variables.</p>	
            </summary>	
            <param name="dataRef"><dd>  <p>A reference to the start of the data to set.</p> </dd></param>	
            <param name="offset"><dd>  <p>Must be set to 0; this is reserved for future use. </p> </dd></param>	
            <param name="count"><dd>  <p>The number of array elements to set.</p> </dd></param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectScalarVariable::SetFloatArray']/*"/>	
            <msdn-id>bb173690</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectScalarVariable::SetFloatArray([In, Buffer] float* pData,[In] unsigned int Offset,[In] unsigned int Count)</unmanaged>	
            <unmanaged-short>ID3D10EffectScalarVariable::SetFloatArray</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectScalarVariable.GetFloatArray(System.Single[],System.Int32,System.Int32)">
            <summary>	
            <p>Get an array of floating-point variables.</p>	
            </summary>	
            <param name="dataRef"><dd>  <p>A reference to the start of the data to set.</p> </dd></param>	
            <param name="offset"><dd>  <p>Must be set to 0; this is reserved for future use. </p> </dd></param>	
            <param name="count"><dd>  <p>The number of array elements to set.</p> </dd></param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectScalarVariable::GetFloatArray']/*"/>	
            <msdn-id>bb173684</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectScalarVariable::GetFloatArray([Out, Buffer] float* pData,[In] unsigned int Offset,[In] unsigned int Count)</unmanaged>	
            <unmanaged-short>ID3D10EffectScalarVariable::GetFloatArray</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectScalarVariable.SetInt(System.Int32)">
            <summary>	
            <p>Set an integer variable.</p>	
            </summary>	
            <param name="value"><dd>  <p>A reference to the variable.</p> </dd></param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectScalarVariable::SetInt']/*"/>	
            <msdn-id>bb173691</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectScalarVariable::SetInt([In] int Value)</unmanaged>	
            <unmanaged-short>ID3D10EffectScalarVariable::SetInt</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectScalarVariable.GetInt">
            <summary>	
            <p>Get an integer variable.</p>	
            </summary>	
            <returns><dd>  <p>A reference to the variable.</p> </dd></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectScalarVariable::GetInt']/*"/>	
            <msdn-id>bb173685</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectScalarVariable::GetInt([Out] int* pValue)</unmanaged>	
            <unmanaged-short>ID3D10EffectScalarVariable::GetInt</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectScalarVariable.SetIntArray(System.Int32[],System.Int32,System.Int32)">
            <summary>	
            <p>Set an array of integer variables.</p>	
            </summary>	
            <param name="dataRef"><dd>  <p>A reference to the start of the data to set.</p> </dd></param>	
            <param name="offset"><dd>  <p>Must be set to 0; this is reserved for future use. </p> </dd></param>	
            <param name="count"><dd>  <p>The number of array elements to set.</p> </dd></param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectScalarVariable::SetIntArray']/*"/>	
            <msdn-id>Bb173692</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectScalarVariable::SetIntArray([In, Buffer] int* pData,[In] unsigned int Offset,[In] unsigned int Count)</unmanaged>	
            <unmanaged-short>ID3D10EffectScalarVariable::SetIntArray</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectScalarVariable.GetIntArray(System.Int32[],System.Int32,System.Int32)">
            <summary>	
            <p>Get an array of integer variables.</p>	
            </summary>	
            <param name="dataRef"><dd>  <p>A reference to the start of the data to set.</p> </dd></param>	
            <param name="offset"><dd>  <p>Must be set to 0; this is reserved for future use. </p> </dd></param>	
            <param name="count"><dd>  <p>The number of array elements to set.</p> </dd></param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectScalarVariable::GetIntArray']/*"/>	
            <msdn-id>bb173686</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectScalarVariable::GetIntArray([Out, Buffer] int* pData,[In] unsigned int Offset,[In] unsigned int Count)</unmanaged>	
            <unmanaged-short>ID3D10EffectScalarVariable::GetIntArray</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectScalarVariable.SetBool(SharpDX.Bool)">
            <summary>	
            <p>Set a boolean variable.</p>	
            </summary>	
            <param name="value"><dd>  <p>A reference to the variable.</p> </dd></param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectScalarVariable::SetBool']/*"/>	
            <msdn-id>bb173687</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectScalarVariable::SetBool([In] BOOL Value)</unmanaged>	
            <unmanaged-short>ID3D10EffectScalarVariable::SetBool</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectScalarVariable.GetBool(SharpDX.Bool@)">
            <summary>	
            <p>Get a boolean variable.</p>	
            </summary>	
            <param name="valueRef"><dd>  <p>A reference to the variable.</p> </dd></param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectScalarVariable::GetBool']/*"/>	
            <msdn-id>bb173681</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectScalarVariable::GetBool([Out] BOOL* pValue)</unmanaged>	
            <unmanaged-short>ID3D10EffectScalarVariable::GetBool</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectScalarVariable.SetBoolArray(SharpDX.Bool[],System.Int32,System.Int32)">
            <summary>	
            <p>Set an array of boolean variables.</p>	
            </summary>	
            <param name="dataRef"><dd>  <p>A reference to the start of the data to set.</p> </dd></param>	
            <param name="offset"><dd>  <p>Must be set to 0; this is reserved for future use. </p> </dd></param>	
            <param name="count"><dd>  <p>The number of array elements to set.</p> </dd></param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectScalarVariable::SetBoolArray']/*"/>	
            <msdn-id>bb173688</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectScalarVariable::SetBoolArray([In, Buffer] BOOL* pData,[In] unsigned int Offset,[In] unsigned int Count)</unmanaged>	
            <unmanaged-short>ID3D10EffectScalarVariable::SetBoolArray</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectScalarVariable.GetBoolArray(SharpDX.Bool[],System.Int32,System.Int32)">
            <summary>	
            <p>Get an array of boolean variables.</p>	
            </summary>	
            <param name="dataRef"><dd>  <p>A reference to the start of the data to set.</p> </dd></param>	
            <param name="offset"><dd>  <p>Must be set to 0; this is reserved for future use. </p> </dd></param>	
            <param name="count"><dd>  <p>The number of array elements to set.</p> </dd></param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectScalarVariable::GetBoolArray']/*"/>	
            <msdn-id>bb173682</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectScalarVariable::GetBoolArray([Out, Buffer] BOOL* pData,[In] unsigned int Offset,[In] unsigned int Count)</unmanaged>	
            <unmanaged-short>ID3D10EffectScalarVariable::GetBoolArray</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.EffectStringVariable">
            <summary>	
            <p>A string-variable interface accesses a string variable.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectStringVariable']/*"/>	
            <msdn-id>bb173705</msdn-id>	
            <unmanaged>ID3D10EffectStringVariable</unmanaged>	
            <unmanaged-short>ID3D10EffectStringVariable</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectStringVariable.GetString">
            <summary>	
            Get the string.	
            </summary>	
            <returns>Returns a reference to the string.</returns>
            <unmanaged>HRESULT ID3D10EffectStringVariable::GetString([Out] const char** ppString)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectStringVariable.GetStringArray(System.Int32)">
            <summary>	
            Get an array of strings.	
            </summary>	
            <param name="count">The number of strings in the returned array. </param>
            <returns>Returns a reference to the first string in the array.</returns>
            <unmanaged>HRESULT ID3D10EffectStringVariable::GetStringArray([Out, Buffer] const char** ppStrings,[None] int Offset,[None] int Count)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectStringVariable.GetStringArray(System.Int32,System.Int32)">
            <summary>	
            Get an array of strings.	
            </summary>	
            <param name="offset">The offset (in number of strings) between the start of the array and the first string to get. </param>
            <param name="count">The number of strings in the returned array. </param>
            <returns>Returns a reference to the first string in the array.</returns>
            <unmanaged>HRESULT ID3D10EffectStringVariable::GetStringArray([Out, Buffer] const char** ppStrings,[None] int Offset,[None] int Count)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectStringVariable.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.EffectStringVariable"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectStringVariable.op_Explicit(System.IntPtr)~SharpDX.Direct3D10.EffectStringVariable">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D10.EffectStringVariable"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectStringVariable.GetString(System.IntPtr@)">
            <summary>	
            <p>Get the string.</p>	
            </summary>	
            <param name="stringOut"><dd>  <p>A reference to the string.</p> </dd></param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectStringVariable::GetString']/*"/>	
            <msdn-id>bb173706</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectStringVariable::GetString([Out] const void** ppString)</unmanaged>	
            <unmanaged-short>ID3D10EffectStringVariable::GetString</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectStringVariable.GetStringArray(System.IntPtr,System.Int32,System.Int32)">
            <summary>	
            <p>Get an array of strings.</p>	
            </summary>	
            <param name="stringsOut"><dd>  <p>A reference to the first string in the array.</p> </dd></param>	
            <param name="offset"><dd>  <p>The offset (in number of strings) between the start of the array and the first string to get.</p> </dd></param>	
            <param name="count"><dd>  <p>The number of strings in the returned array.</p> </dd></param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectStringVariable::GetStringArray']/*"/>	
            <msdn-id>bb173707</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectStringVariable::GetStringArray([Out, Buffer] const void** ppStrings,[In] unsigned int Offset,[In] unsigned int Count)</unmanaged>	
            <unmanaged-short>ID3D10EffectStringVariable::GetStringArray</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.EffectVectorVariable">
            <summary>	
            <p>A vector-variable interface accesses a four-component vector.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectVectorVariable']/*"/>	
            <msdn-id>bb173748</msdn-id>	
            <unmanaged>ID3D10EffectVectorVariable</unmanaged>	
            <unmanaged-short>ID3D10EffectVectorVariable</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVectorVariable.GetIntVector">
            <summary>	
            Get a four-component vector that contains integer data.	
            </summary>	
            <returns>Returns a four-component vector that contains integer data </returns>
            <unmanaged>HRESULT ID3D10EffectVectorVariable::GetIntVector([Out] int* pData)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVectorVariable.GetFloatVector">
            <summary>	
            Get a four-component vector that contains floating-point data.	
            </summary>	
            <returns>Returns a four-component vector that contains floating-point data.</returns>
            <unmanaged>HRESULT ID3D10EffectVectorVariable::GetFloatVector([Out] float* pData)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVectorVariable.GetBoolVector">
            <summary>	
            Get a four-component vector that contains boolean data.	
            </summary>	
            <returns>a four-component vector that contains boolean data. </returns>
            <unmanaged>HRESULT ID3D10EffectVectorVariable::GetBoolVector([Out, Buffer] BOOL* pData)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVectorVariable.GetVector``1">
            <summary>	
            Get a four-component vector.	
            </summary>	
            <typeparam name="T">Type of the four-component vector</typeparam>
            <returns>a four-component vector. </returns>
            <unmanaged>HRESULT ID3D10EffectVectorVariable::GetFloatVector([Out, Buffer] BOOL* pData)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVectorVariable.Set(SharpDX.Int4[])">
            <summary>	
            Set an array of four-component vectors that contain integer data.	
            </summary>	
            <param name="array">A reference to the start of the data to set. </param>
            <returns>Returns one of the following {{Direct3D 10 Return Codes}}. </returns>
            <unmanaged>HRESULT ID3D10EffectVectorVariable::SetIntVectorArray([In, Buffer] int* pData,[None] int Offset,[None] int Count)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVectorVariable.Set(SharpDX.Vector4[])">
            <summary>	
            Set an array of four-component vectors that contain floating-point data.	
            </summary>	
            <param name="array">A reference to the start of the data to set. </param>
            <returns>Returns one of the following {{Direct3D 10 Return Codes}}. </returns>
            <unmanaged>HRESULT ID3D10EffectVectorVariable::SetFloatVectorArray([In, Buffer] float* pData,[None] int Offset,[None] int Count)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVectorVariable.Set``1(``0[])">
            <summary>
            Set an array of four-component vectors that contain floating-point data.
            </summary>
            <typeparam name="T">Type of the four-component vector</typeparam>
            <param name="array">A reference to the start of the data to set.</param>
            <returns>
            Returns one of the following {{Direct3D 10 Return Codes}}.
            </returns>
            <unmanaged>HRESULT ID3D10EffectVectorVariable::SetFloatVectorArray([In, Buffer] float* pData,[None] int Offset,[None] int Count)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVectorVariable.Set``1(``0)">
            <summary>	
            Set a x-component vector.	
            </summary>	
            <param name="value">A reference to the first component. </param>
            <returns>Returns one of the following {{Direct3D 10 Return Codes}}. </returns>
            <unmanaged>HRESULT ID3D10EffectVectorVariable::SetFloatVector([In] float* pData)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVectorVariable.Set``1(``0@)">
            <summary>	
            Set a x-component vector.	
            </summary>	
            <param name="value">A reference to the first component. </param>
            <returns>Returns one of the following {{Direct3D 10 Return Codes}}. </returns>
            <unmanaged>HRESULT ID3D10EffectVectorVariable::SetFloatVector([In] float* pData)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVectorVariable.Set(SharpDX.Vector2)">
            <summary>	
            Set a two-component vector that contains floating-point data.	
            </summary>	
            <param name="value">A reference to the first component. </param>
            <returns>Returns one of the following {{Direct3D 10 Return Codes}}. </returns>
            <unmanaged>HRESULT ID3D10EffectVectorVariable::SetFloatVector([In] float* pData)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVectorVariable.Set(SharpDX.Vector3)">
            <summary>	
            Set a three-component vector that contains floating-point data.	
            </summary>	
            <param name="value">A reference to the first component. </param>
            <returns>Returns one of the following {{Direct3D 10 Return Codes}}. </returns>
            <unmanaged>HRESULT ID3D10EffectVectorVariable::SetFloatVector([In] float* pData)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVectorVariable.Set(SharpDX.Color4)">
            <summary>	
            Set a four-component color that contains floating-point data.	
            </summary>	
            <param name="value">A reference to the first component. </param>
            <returns>Returns one of the following {{Direct3D 10 Return Codes}}. </returns>
            <unmanaged>HRESULT ID3D10EffectVectorVariable::SetFloatVector([In] float* pData)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVectorVariable.Set(SharpDX.Color4[])">
            <summary>	
            Set an array of four-component color that contain floating-point data.	
            </summary>	
            <param name="array">A reference to the start of the data to set. </param>
            <returns>Returns one of the following {{Direct3D 10 Return Codes}}. </returns>
            <unmanaged>HRESULT ID3D10EffectVectorVariable::SetFloatVectorArray([In, Buffer] float* pData,[None] int Offset,[None] int Count)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVectorVariable.GetIntVectorArray(System.Int32)">
            <summary>	
            Get an array of four-component vectors that contain integer data.	
            </summary>	
            <param name="count">The number of array elements to set. </param>
            <returns>Returns an array of four-component vectors that contain integer data. </returns>
            <unmanaged>HRESULT ID3D10EffectVectorVariable::GetIntVectorArray([Out, Buffer] int* pData,[None] int Offset,[None] int Count)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVectorVariable.GetFloatVectorArray(System.Int32)">
            <summary>	
            Get an array of four-component vectors that contain floating-point data.	
            </summary>	
            <param name="count">The number of array elements to set. </param>
            <returns>Returns an array of four-component vectors that contain floating-point data. </returns>
            <unmanaged>HRESULT ID3D10EffectVectorVariable::GetFloatVectorArray([None] float* pData,[None] int Offset,[None] int Count)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVectorVariable.GetBoolVectorArray(System.Int32)">
            <summary>	
            Get an array of four-component vectors that contain boolean data.	
            </summary>	
            <param name="count">The number of array elements to set. </param>
            <returns>an array of four-component vectors that contain boolean data.	 </returns>
            <unmanaged>HRESULT ID3D10EffectVectorVariable::GetBoolVectorArray([Out, Buffer] BOOL* pData,[None] int Offset,[None] int Count)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVectorVariable.GetVectorArray``1(System.Int32)">
            <summary>	
            Get an array of four-component vectors that contain boolean data.	
            </summary>	
            <param name="count">The number of array elements to set. </param>
            <returns>an array of four-component vectors that contain boolean data.	 </returns>
            <unmanaged>HRESULT ID3D10EffectVectorVariable::GetBoolVectorArray([Out, Buffer] BOOL* pData,[None] int Offset,[None] int Count)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVectorVariable.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.EffectVectorVariable"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVectorVariable.op_Explicit(System.IntPtr)~SharpDX.Direct3D10.EffectVectorVariable">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D10.EffectVectorVariable"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVectorVariable.Set(SharpDX.Bool4)">
            <summary>	
            <p>Set a four-component vector that contains boolean data.</p>	
            </summary>	
            <param name="dataRef"><dd>  <p>A reference to the first component.</p> </dd></param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectVectorVariable::SetBoolVector']/*"/>	
            <msdn-id>bb173755</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectVectorVariable::SetBoolVector([In] SHARPDX_BOOL4* pData)</unmanaged>	
            <unmanaged-short>ID3D10EffectVectorVariable::SetBoolVector</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVectorVariable.Set(SharpDX.Int4)">
            <summary>	
            <p>Set a four-component vector that contains integer data.</p>	
            </summary>	
            <param name="dataRef"><dd>  <p>A reference to the first component.</p> </dd></param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectVectorVariable::SetIntVector']/*"/>	
            <msdn-id>bb173759</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectVectorVariable::SetIntVector([In] SHARPDX_INT4* pData)</unmanaged>	
            <unmanaged-short>ID3D10EffectVectorVariable::SetIntVector</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVectorVariable.Set(System.Single)">
            <summary>	
            <p>Set a four-component vector that contains floating-point data.</p>	
            </summary>	
            <param name="dataRef"><dd>  <p>A reference to the first component.</p> </dd></param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectVectorVariable::SetFloatVector']/*"/>	
            <msdn-id>bb173757</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectVectorVariable::SetFloatVector([In] float* pData)</unmanaged>	
            <unmanaged-short>ID3D10EffectVectorVariable::SetFloatVector</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVectorVariable.GetBoolVector(SharpDX.Bool4@)">
            <summary>	
            <p>Get a four-component vector that contains boolean data.</p>	
            </summary>	
            <param name="dataRef"><dd>  <p>A reference to the first component.</p> </dd></param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectVectorVariable::GetBoolVector']/*"/>	
            <msdn-id>bb173749</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectVectorVariable::GetBoolVector([Out] SHARPDX_BOOL4* pData)</unmanaged>	
            <unmanaged-short>ID3D10EffectVectorVariable::GetBoolVector</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVectorVariable.GetIntVector(SharpDX.Int4@)">
            <summary>	
            <p>Get a four-component vector that contains integer data.</p>	
            </summary>	
            <param name="dataRef"><dd>  <p>A reference to the first component.</p> </dd></param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectVectorVariable::GetIntVector']/*"/>	
            <msdn-id>bb173753</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectVectorVariable::GetIntVector([Out] SHARPDX_INT4* pData)</unmanaged>	
            <unmanaged-short>ID3D10EffectVectorVariable::GetIntVector</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVectorVariable.GetFloatVector(SharpDX.Vector4@)">
            <summary>	
            <p>Get a four-component vector that contains floating-point data.</p>	
            </summary>	
            <param name="dataRef"><dd>  <p>A reference to the first component.</p> </dd></param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectVectorVariable::GetFloatVector']/*"/>	
            <msdn-id>bb173751</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectVectorVariable::GetFloatVector([Out] SHARPDX_VECTOR4* pData)</unmanaged>	
            <unmanaged-short>ID3D10EffectVectorVariable::GetFloatVector</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVectorVariable.Set(SharpDX.Bool4[],System.Int32,System.Int32)">
            <summary>	
            <p>Set an array of four-component vectors that contain boolean data.</p>	
            </summary>	
            <param name="dataRef"><dd>  <p>A reference to the start of the data to set.</p> </dd></param>	
            <param name="offset"><dd>  <p>Must be set to 0; this is reserved for future use. </p> </dd></param>	
            <param name="count"><dd>  <p>The number of array elements to set.</p> </dd></param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectVectorVariable::SetBoolVectorArray']/*"/>	
            <msdn-id>bb173756</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectVectorVariable::SetBoolVectorArray([In, Buffer] SHARPDX_BOOL4* pData,[In] unsigned int Offset,[In] unsigned int Count)</unmanaged>	
            <unmanaged-short>ID3D10EffectVectorVariable::SetBoolVectorArray</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVectorVariable.Set(SharpDX.Int4[],System.Int32,System.Int32)">
            <summary>	
            <p>Set an array of four-component vectors that contain integer data.</p>	
            </summary>	
            <param name="dataRef"><dd>  <p>A reference to the start of the data to set.</p> </dd></param>	
            <param name="offset"><dd>  <p>Must be set to 0; this is reserved for future use. </p> </dd></param>	
            <param name="count"><dd>  <p>The number of array elements to set.</p> </dd></param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectVectorVariable::SetIntVectorArray']/*"/>	
            <msdn-id>Bb173760</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectVectorVariable::SetIntVectorArray([In, Buffer] SHARPDX_INT4* pData,[In] unsigned int Offset,[In] unsigned int Count)</unmanaged>	
            <unmanaged-short>ID3D10EffectVectorVariable::SetIntVectorArray</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVectorVariable.Set(SharpDX.Vector4[],System.Int32,System.Int32)">
            <summary>	
            <p>Set an array of four-component vectors that contain floating-point data.</p>	
            </summary>	
            <param name="dataRef"><dd>  <p>A reference to the start of the data to set.</p> </dd></param>	
            <param name="offset"><dd>  <p>Must be set to 0; this is reserved for future use. </p> </dd></param>	
            <param name="count"><dd>  <p>The number of array elements to set.</p> </dd></param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectVectorVariable::SetFloatVectorArray']/*"/>	
            <msdn-id>bb173758</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectVectorVariable::SetFloatVectorArray([In, Buffer] SHARPDX_VECTOR4* pData,[In] unsigned int Offset,[In] unsigned int Count)</unmanaged>	
            <unmanaged-short>ID3D10EffectVectorVariable::SetFloatVectorArray</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVectorVariable.GetBoolVectorArray(SharpDX.Bool4[],System.Int32,System.Int32)">
            <summary>	
            <p>Get an array of four-component vectors that contain boolean data.</p>	
            </summary>	
            <param name="dataRef"><dd>  <p>A reference to the start of the data to set.</p> </dd></param>	
            <param name="offset"><dd>  <p>Must be set to 0; this is reserved for future use. </p> </dd></param>	
            <param name="count"><dd>  <p>The number of array elements to set.</p> </dd></param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectVectorVariable::GetBoolVectorArray']/*"/>	
            <msdn-id>bb173750</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectVectorVariable::GetBoolVectorArray([Out, Buffer] SHARPDX_BOOL4* pData,[In] unsigned int Offset,[In] unsigned int Count)</unmanaged>	
            <unmanaged-short>ID3D10EffectVectorVariable::GetBoolVectorArray</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVectorVariable.GetIntVectorArray(SharpDX.Int4[],System.Int32,System.Int32)">
            <summary>	
            <p>Get an array of four-component vectors that contain integer data.</p>	
            </summary>	
            <param name="dataRef"><dd>  <p>A reference to the start of the data to set.</p> </dd></param>	
            <param name="offset"><dd>  <p>Must be set to 0; this is reserved for future use. </p> </dd></param>	
            <param name="count"><dd>  <p>The number of array elements to set.</p> </dd></param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectVectorVariable::GetIntVectorArray']/*"/>	
            <msdn-id>bb173754</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectVectorVariable::GetIntVectorArray([Out, Buffer] SHARPDX_INT4* pData,[In] unsigned int Offset,[In] unsigned int Count)</unmanaged>	
            <unmanaged-short>ID3D10EffectVectorVariable::GetIntVectorArray</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectVectorVariable.GetFloatVectorArray(SharpDX.Vector4[],System.Int32,System.Int32)">
            <summary>	
            <p>Get an array of four-component vectors that contain floating-point data.</p>	
            </summary>	
            <param name="dataRef"><dd>  <p>A reference to the start of the data to set.</p> </dd></param>	
            <param name="offset"><dd>  <p>Must be set to 0; this is reserved for future use. </p> </dd></param>	
            <param name="count"><dd>  <p>The number of array elements to set.</p> </dd></param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectVectorVariable::GetFloatVectorArray']/*"/>	
            <msdn-id>bb173752</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectVectorVariable::GetFloatVectorArray([Out, Buffer] SHARPDX_VECTOR4* pData,[In] unsigned int Offset,[In] unsigned int Count)</unmanaged>	
            <unmanaged-short>ID3D10EffectVectorVariable::GetFloatVectorArray</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.Font">
            <summary>	
            <p>The <see cref="T:SharpDX.Direct3D10.Font"/> interface encapsulates the textures and resources needed to render a specific font on a specific device.</p>	
            </summary>	
            <remarks>	
            <p>The <see cref="T:SharpDX.Direct3D10.Font"/> interface is obtained by calling <strong><see cref="M:SharpDX.Direct3D10.D3DX10.CreateFont(SharpDX.Direct3D10.Device,System.Int32,System.Int32,System.Int32,System.Int32,SharpDX.Bool,System.Int32,System.Int32,System.Int32,System.Int32,System.String,SharpDX.Direct3D10.Font)"/></strong> or <strong><see cref="M:SharpDX.Direct3D10.D3DX10.CreateFontIndirect(SharpDX.Direct3D10.Device,SharpDX.Direct3D10.FontDescription@,SharpDX.Direct3D10.Font)"/></strong>.</p><p>The LPD3DX10FONT type is defined as a reference to the <see cref="T:SharpDX.Direct3D10.Font"/> interface.</p><pre><code> typedef interface <see cref="T:SharpDX.Direct3D10.Font"/> <see cref="T:SharpDX.Direct3D10.Font"/>;	
            typedef interface <see cref="T:SharpDX.Direct3D10.Font"/> *LPD3DX10FONT;	
            </code></pre>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10Font']/*"/>	
            <msdn-id>bb173886</msdn-id>	
            <unmanaged>ID3DX10Font</unmanaged>	
            <unmanaged-short>ID3DX10Font</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Font.#ctor(SharpDX.Direct3D10.Device,SharpDX.Direct3D10.FontDescription)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.Font"/> class.
            </summary>
            <param name="device">The device.</param>
            <param name="fontDescription">The font description.</param>
        </member>
        <member name="M:SharpDX.Direct3D10.Font.#ctor(SharpDX.Direct3D10.Device,System.Drawing.Font)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.Font"/> class from a <see cref="T:System.Drawing.Font"/>
            </summary>
            <param name="device">The device.</param>
            <param name="font">The font.</param>
        </member>
        <member name="M:SharpDX.Direct3D10.Font.#ctor(SharpDX.Direct3D10.Device,System.Int32,System.Int32,SharpDX.Direct3D10.FontWeight,System.Int32,System.Boolean,SharpDX.Direct3D10.FontCharacterSet,SharpDX.Direct3D10.FontPrecision,SharpDX.Direct3D10.FontQuality,SharpDX.Direct3D10.FontPitchAndFamily,System.String)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.Font"/> class.
            </summary>
            <param name="device">The device.</param>
            <param name="height">The height.</param>
            <param name="width">The width.</param>
            <param name="weight">The weight.</param>
            <param name="mipLevels">The mip levels.</param>
            <param name="isItalic">if set to <c>true</c> [is italic].</param>
            <param name="characterSet">The character set.</param>
            <param name="precision">The precision.</param>
            <param name="quality">The quality.</param>
            <param name="pitchAndFamily">The pitch and family.</param>
            <param name="faceName">Name of the face.</param>
        </member>
        <member name="M:SharpDX.Direct3D10.Font.PreloadText(System.String)">
            <summary>	
            Load formatted text into video memory to improve the efficiency of rendering to the device. This method supports ANSI and Unicode strings.	
            </summary>	
            <remarks>	
            The compiler setting also determines the function version. If Unicode is defined, the function call resolves to PreloadTextW. Otherwise, the function call resolves to PreloadTextA because ANSI strings are being used. This method generates textures that contain glyphs that represent the input text. The glyphs are drawn as a series of triangles. Text will not be rendered to the device; ID3DX10Font::DrawText must still be called to render the text. However, by preloading text into video memory, ID3DX10Font::DrawText will use substantially fewer CPU resources. This method internally converts characters to glyphs using the GDI function {{GetCharacterPlacement}}. 	
            </remarks>	
            <param name="stringRef">Pointer to a string of characters to be loaded into video memory. If the compiler settings require Unicode, the data type LPCTSTR resolves to LPCWSTR; otherwise, the data type resolves to LPCSTR. See Remarks. </param>
            <returns>If the method succeeds, the return value is S_OK. If the method fails, the return value can be one of the following: D3DERR_INVALIDCALL, D3DXERR_INVALIDDATA. </returns>
            <unmanaged>HRESULT ID3DX10Font::PreloadTextW([None] const wchar_t* pString,[None] int Count)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.Font.DrawText(SharpDX.Direct3D10.Sprite,System.String,SharpDX.Rectangle,SharpDX.Direct3D10.FontDrawFlags,SharpDX.Color4)">
            <summary>	
            Draw formatted text.
            </summary>	
            <remarks>	
            The parameters of this method are very similar to those of the {{GDI DrawText}} function. This method supports both ANSI and Unicode strings. Unless the DT_NOCLIP format is used, this method clips the text so that it does not appear outside the specified rectangle. All formatting is assumed to have multiple lines unless the DT_SINGLELINE format is specified. If the selected font is too large for the rectangle, this method does not attempt to substitute a smaller font. This method supports only fonts whose escapement and orientation are both zero. 	
            </remarks>	
            <param name="sprite">Reference to an ID3DX10Sprite object that contains the string you wish to draw. Can be NULL, in which case Direct3D will render the string with its own sprite object. To improve efficiency, a sprite object should be specified if ID3DX10Font::DrawText is to be called more than once in a row. </param>
            <param name="text">Pointer to a string to draw. If UNICODE is defined, this parameter type resolves to an LPCWSTR, otherwise, the type resolves to an LPCSTR. If the Count parameter is -1, the string must be NULL terminated. </param>
            <param name="rect">Pointer to a <see cref="T:SharpDX.Rectangle"/> structure that contains the rectangle, in logical coordinates, in which the text is to be formatted. As with any RECT object, the coordinate value of the rectangle's right side must be greater than that of its left side. Likewise, the coordinate value of the bottom must be greater than that of the top. </param>
            <param name="drawFlags">Specify the method of formatting the text. It can be any combination of the following values:    ItemDescription  DT_BOTTOM  Justify the text to the bottom of the rectangle. This value must be combined with DT_SINGLELINE.   DT_CALCRECT  Tell DrawText to automatically calculate the width and height of the rectangle based on the length of the string you tell it to draw. If there are multiple lines of text, ID3DX10Font::DrawText uses the width of the rectangle pointed to by the pRect parameter and extends the base of the rectangle to bound the last line of text. If there is only one line of text, ID3DX10Font::DrawText modifies the right side of the rectangle so that it bounds the last character in the line. In either case, ID3DX10Font::DrawText returns the height of the formatted text but does not draw the text.   DT_CENTER  Center text horizontally in the rectangle.   DT_EXPANDTABS  Expand tab characters. The default number of characters per tab is eight.   DT_LEFT  Align text to the left.   DT_NOCLIP  Draw without clipping. ID3DX10Font::DrawText is somewhat faster when DT_NOCLIP is used.   DT_RIGHT  Align text to the right.   DT_RTLREADING  Display text in right-to-left reading order for bidirectional text when a Hebrew or Arabic font is selected. The default reading order for all text is left-to-right.   DT_SINGLELINE  Display text on a single line only. Carriage returns and line feeds do not break the line.   DT_TOP  Top-justify text.   DT_VCENTER  Center text vertically (single line only).   DT_WORDBREAK  Break words. Lines are automatically broken between words if a word would extend past the edge of the rectangle specified by the pRect parameter. A carriage return/line feed sequence also breaks the line.   ? </param>
            <param name="color">Color of the text. See <see cref="T:SharpDX.Color4"/>. </param>
            <returns>If the function succeeds, the return value is the height of the text in logical units. If DT_VCENTER or DT_BOTTOM is specified, the return value is the offset from pRect (top to the bottom) of the drawn text. If the function fails, the return value is zero. </returns>
            <unmanaged>int ID3DX10Font::DrawTextW([None] LPD3DX10SPRITE pSprite,[None] const wchar_t* pString,[None] int Count,[None] RECT* pRect,[None] int Format,[None] D3DXCOLOR Color)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.Font.DrawText(SharpDX.Direct3D10.Sprite,System.String,System.Int32,System.Int32,SharpDX.Color4)">
            <summary>
            Draw formatted text at the specified position.
            </summary>
            <param name="sprite">Reference to an ID3DX10Sprite object that contains the string you wish to draw. Can be NULL, in which case Direct3D will render the string with its own sprite object. To improve efficiency, a sprite object should be specified if ID3DX10Font::DrawText is to be called more than once in a row.</param>
            <param name="text">Pointer to a string to draw. If UNICODE is defined, this parameter type resolves to an LPCWSTR, otherwise, the type resolves to an LPCSTR. If the Count parameter is -1, the string must be NULL terminated.</param>
            <param name="x">The x.</param>
            <param name="y">The y.</param>
            <param name="color">Color of the text. See <see cref="T:SharpDX.Color4"/>.</param>
            <returns>
            If the function succeeds, the return value is the height of the text in logical units. If DT_VCENTER or DT_BOTTOM is specified, the return value is the offset from pRect (top to the bottom) of the drawn text. If the function fails, the return value is zero.
            </returns>
            <unmanaged>int ID3DX10Font::DrawTextW([None] LPD3DX10SPRITE pSprite,[None] const wchar_t* pString,[None] int Count,[None] RECT* pRect,[None] int Format,[None] D3DXCOLOR Color)</unmanaged>
            <remarks>
            The parameters of this method are very similar to those of the {{GDI DrawText}} function. This method supports both ANSI and Unicode strings. Unless the DT_NOCLIP format is used, this method clips the text so that it does not appear outside the specified rectangle. All formatting is assumed to have multiple lines unless the DT_SINGLELINE format is specified. If the selected font is too large for the rectangle, this method does not attempt to substitute a smaller font. This method supports only fonts whose escapement and orientation are both zero.
            </remarks>
            <unmanaged>int ID3DX10Font::DrawTextW([In] ID3DX10Sprite* pSprite,[In] const wchar_t* pString,[In] int Count,[In] RECT* pRect,[In] unsigned int Format,[In] D3DXCOLOR Color)</unmanaged>	
        </member>
        <!-- Badly formed XML comment ignored for member "M:SharpDX.Direct3D10.Font.MeasureText(SharpDX.Direct3D10.Sprite,System.String,SharpDX.Rectangle,SharpDX.Direct3D10.FontDrawFlags)" -->
        <!-- Badly formed XML comment ignored for member "M:SharpDX.Direct3D10.Font.MeasureText(SharpDX.Direct3D10.Sprite,System.String,SharpDX.Rectangle,SharpDX.Direct3D10.FontDrawFlags,System.Int32@)" -->
        <member name="M:SharpDX.Direct3D10.Font.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.Font"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D10.Font.op_Explicit(System.IntPtr)~SharpDX.Direct3D10.Font">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D10.Font"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D10.Font.GetDevice(SharpDX.Direct3D10.Device@)">
            <summary>	
            <p>Retrieve the Direct3D device associated with the font object.</p>	
            </summary>	
            <param name="deviceOut"><dd>  <p>Address of a reference to an <see cref="T:SharpDX.Direct3D10.Device"/> interface, representing the Direct3D device object associated with the font object.</p> </dd></param>	
            <returns><p>If the method succeeds, the return value is <see cref="F:SharpDX.Result.Ok"/>. If the method fails, the return value can be one of the following: <see cref="!:SharpDX.Direct3D9.ResultCode.InvalidCall"/>, D3DXERR_INVALIDDATA.</p></returns>	
            <remarks>	
            <p><strong>Note</strong>??Calling this method will increase the internal reference count on the <see cref="T:SharpDX.Direct3D10.Device"/> interface. Be sure to call <see cref="T:SharpDX.ComObject"/> when you are done using this <see cref="T:SharpDX.Direct3D10.Device"/> interface or you will have a memory leak.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10Font::GetDevice']/*"/>	
            <msdn-id>bb173891</msdn-id>	
            <unmanaged>HRESULT ID3DX10Font::GetDevice([Out] ID3D10Device** ppDevice)</unmanaged>	
            <unmanaged-short>ID3DX10Font::GetDevice</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Font.GetDescription(SharpDX.Direct3D10.FontDescription@)">
            <summary>	
            <p>Get a description of the current font object.</p>	
            </summary>	
            <param name="descRef"><dd>  <p>Pointer to a <strong><see cref="T:SharpDX.Direct3D10.FontDescription"/></strong> structure that describes the font object. If UNICODE is defined, a reference to a D3DX10FONT_DESCW is returned; otherwise a reference to a D3DX10FONT_DESCA is returned.</p> </dd></param>	
            <returns><p>If the method succeeds, the return value is <see cref="F:SharpDX.Result.Ok"/>. If the method fails, the following value will be returned: <see cref="!:SharpDX.Direct3D9.ResultCode.InvalidCall"/>.</p></returns>	
            <remarks>	
            <p>This method describes Unicode font objects if UNICODE is defined. Otherwise GetDescA is called, which returns a reference to the D3DX10FONT_DESCA structure.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10Font::GetDescW']/*"/>	
            <msdn-id>bb173890</msdn-id>	
            <unmanaged>HRESULT ID3DX10Font::GetDescW([Out] D3DX10_FONT_DESCW* pDesc)</unmanaged>	
            <unmanaged-short>ID3DX10Font::GetDescW</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Font.GetTextMetrics(System.IntPtr)">
            <summary>	
            <p>Retrieve font characteristics.</p>	
            </summary>	
            <param name="textMetricsRef"><dd>  <p>Pointer to a <see cref="T:SharpDX.Win32Native.TextMetric"/> structure, which contains font properties. If Unicode is defined, the function returns a <see cref="T:SharpDX.Win32Native.TextMetric"/> structure. Otherwise, the function returns a <see cref="T:SharpDX.Win32Native.TextMetricA"/> structure.</p> </dd></param>	
            <returns><p>Nonzero if the function is successful; otherwise 0.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10Font::GetTextMetricsW']/*"/>	
            <msdn-id>bb173893</msdn-id>	
            <unmanaged>BOOL ID3DX10Font::GetTextMetricsW([In] void* pTextMetrics)</unmanaged>	
            <unmanaged-short>ID3DX10Font::GetTextMetricsW</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Font.GetDeviceContext">
            <summary>	
            <p>Return a handle to a display device context (DC) that has the font set onto it.</p>	
            </summary>	
            <returns><p>Handle to a display DC.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10Font::GetDC']/*"/>	
            <msdn-id>bb173889</msdn-id>	
            <unmanaged>HDC ID3DX10Font::GetDC()</unmanaged>	
            <unmanaged-short>ID3DX10Font::GetDC</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Font.GetGlyphData(System.Int32,SharpDX.Direct3D10.ShaderResourceView@,SharpDX.Rectangle@,SharpDX.DrawingPoint@)">
            <summary>	
            <p>Return information about the placement and orientation of a glyph in a character cell.</p>	
            </summary>	
            <param name="glyph"><dd>  <p>Glyph identifier.</p> </dd></param>	
            <param name="textureOut"><dd>  <p>Address of a reference to a ID3D10Texture object that contains the glyph.</p> </dd></param>	
            <param name="blackBoxRef"><dd>  <p>Pointer to the smallest rectangle object that completely encloses the glyph. See <see cref="T:SharpDX.Rectangle"/>.</p> </dd></param>	
            <param name="cellIncRef"><dd>  <p>Pointer to the two-dimensional vector that connects the origin of the current character cell to the origin of the next character cell. See <see cref="T:SharpDX.DrawingPoint"/>.</p> </dd></param>	
            <returns><p>If the method succeeds, the return value is <see cref="F:SharpDX.Result.Ok"/>. If the method fails, the return value can be one of the following: <see cref="!:SharpDX.Direct3D9.ResultCode.InvalidCall"/>, D3DXERR_INVALIDDATA.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10Font::GetGlyphData']/*"/>	
            <msdn-id>bb173892</msdn-id>	
            <unmanaged>HRESULT ID3DX10Font::GetGlyphData([In] unsigned int Glyph,[Out] ID3D10ShaderResourceView** ppTexture,[Out] RECT* pBlackBox,[Out] POINT* pCellInc)</unmanaged>	
            <unmanaged-short>ID3DX10Font::GetGlyphData</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Font.PreloadCharacters(System.Int32,System.Int32)">
            <summary>	
            <p>Load a series of characters into video memory to improve the efficiency of rendering to the device.</p>	
            </summary>	
            <param name="first"><dd>  <p>ID of the first character to be loaded into video memory.</p> </dd></param>	
            <param name="last"><dd>  <p>ID of the last character to be loaded into video memory.</p> </dd></param>	
            <returns><p>If the method succeeds, the return value is <see cref="F:SharpDX.Result.Ok"/>. If the method fails, the return value can be one of the following: <see cref="!:SharpDX.Direct3D9.ResultCode.InvalidCall"/>, D3DXERR_INVALIDDATA.</p></returns>	
            <remarks>	
            <p>This method generates textures containing glyphs that represent the input characters. The glyphs are drawn as a series of triangles.</p><p>Characters will not be rendered to the device; <see cref="M:SharpDX.Direct3D10.Font.DrawText(SharpDX.Direct3D10.Sprite,System.String,SharpDX.Rectangle,SharpDX.Direct3D10.FontDrawFlags,SharpDX.Color4)"/> must still be called to render the characters. However, by pre-loading characters into video memory, <see cref="M:SharpDX.Direct3D10.Font.DrawText(SharpDX.Direct3D10.Sprite,System.String,SharpDX.Rectangle,SharpDX.Direct3D10.FontDrawFlags,SharpDX.Color4)"/> will use substantially fewer CPU resources.</p><p>This method internally converts characters to glyphs using the GDI function GetCharacterPlacement.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10Font::PreloadCharacters']/*"/>	
            <msdn-id>bb173894</msdn-id>	
            <unmanaged>HRESULT ID3DX10Font::PreloadCharacters([In] unsigned int First,[In] unsigned int Last)</unmanaged>	
            <unmanaged-short>ID3DX10Font::PreloadCharacters</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Font.PreloadGlyphs(System.Int32,System.Int32)">
            <summary>	
            <p>Load a series of glyphs into video memory to improve the efficiency of rendering to the device.</p>	
            </summary>	
            <param name="first"><dd>  <p>ID of the first glyph to be loaded into video memory.</p> </dd></param>	
            <param name="last"><dd>  <p>ID of the last glyph to be loaded into video memory.</p> </dd></param>	
            <returns><p>If the method succeeds, the return value is <see cref="F:SharpDX.Result.Ok"/>. If the method fails, the return value can be one of the following: <see cref="!:SharpDX.Direct3D9.ResultCode.InvalidCall"/>, D3DXERR_INVALIDDATA.</p></returns>	
            <remarks>	
            <p>This method generates textures that contain the input glyphs. The glyphs are drawn as a series of triangles.</p><p>Glyphs will not be rendered to the device; <see cref="M:SharpDX.Direct3D10.Font.DrawText(SharpDX.Direct3D10.Sprite,System.String,SharpDX.Rectangle,SharpDX.Direct3D10.FontDrawFlags,SharpDX.Color4)"/> must still be called to render the glyphs. However, by pre-loading glyphs into video memory, <see cref="M:SharpDX.Direct3D10.Font.DrawText(SharpDX.Direct3D10.Sprite,System.String,SharpDX.Rectangle,SharpDX.Direct3D10.FontDrawFlags,SharpDX.Color4)"/> will use substantially fewer CPU resources.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10Font::PreloadGlyphs']/*"/>	
            <msdn-id>bb173895</msdn-id>	
            <unmanaged>HRESULT ID3DX10Font::PreloadGlyphs([In] unsigned int First,[In] unsigned int Last)</unmanaged>	
            <unmanaged-short>ID3DX10Font::PreloadGlyphs</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Font.PreloadText(System.String,System.Int32)">
            <summary>	
            <p>Load formatted text into video memory to improve the efficiency of rendering to the device. This method supports ANSI and Unicode strings.</p>	
            </summary>	
            <param name="stringRef"><dd>  <p>Pointer to a string of characters to be loaded into video memory. If the compiler settings require Unicode, the data type LPCTSTR resolves to LPCWSTR; otherwise, the data type resolves to LPCSTR. See Remarks.</p> </dd></param>	
            <param name="count"><dd>  <p>Number of characters in the text string.</p> </dd></param>	
            <returns><p>If the method succeeds, the return value is <see cref="F:SharpDX.Result.Ok"/>. If the method fails, the return value can be one of the following: <see cref="!:SharpDX.Direct3D9.ResultCode.InvalidCall"/>, D3DXERR_INVALIDDATA.</p></returns>	
            <remarks>	
            <p>The compiler setting also determines the function version. If Unicode is defined, the function call resolves to PreloadTextW. Otherwise, the function call resolves to PreloadTextA because ANSI strings are being used.</p><p>This method generates textures that contain glyphs that represent the input text. The glyphs are drawn as a series of triangles.</p><p>Text will not be rendered to the device; <see cref="M:SharpDX.Direct3D10.Font.DrawText(SharpDX.Direct3D10.Sprite,System.String,SharpDX.Rectangle,SharpDX.Direct3D10.FontDrawFlags,SharpDX.Color4)"/> must still be called to render the text. However, by preloading text into video memory, <see cref="M:SharpDX.Direct3D10.Font.DrawText(SharpDX.Direct3D10.Sprite,System.String,SharpDX.Rectangle,SharpDX.Direct3D10.FontDrawFlags,SharpDX.Color4)"/> will use substantially fewer CPU resources.</p><p>This method internally converts characters to glyphs using the GDI function GetCharacterPlacement.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10Font::PreloadTextW']/*"/>	
            <msdn-id>bb173896</msdn-id>	
            <unmanaged>HRESULT ID3DX10Font::PreloadTextW([In] const wchar_t* pString,[In] int Count)</unmanaged>	
            <unmanaged-short>ID3DX10Font::PreloadTextW</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Font.DrawText(SharpDX.Direct3D10.Sprite,System.String,System.Int32,System.IntPtr,System.Int32,SharpDX.Color4)">
            <summary>	
            <p>Draw formatted text. This method supports ANSI and Unicode strings.</p>	
            </summary>	
            <param name="spriteRef"><dd>  <p>Pointer to an <see cref="T:SharpDX.Direct3D10.Sprite"/> object that contains the string you wish to draw. Can be <strong><c>null</c></strong>, in which case Direct3D will render the string with its own sprite object. To improve efficiency, a sprite object should be specified if <see cref="M:SharpDX.Direct3D10.Font.DrawText(SharpDX.Direct3D10.Sprite,System.String,SharpDX.Rectangle,SharpDX.Direct3D10.FontDrawFlags,SharpDX.Color4)"/> is to be called more than once in a row.</p> </dd></param>	
            <param name="stringRef"><dd>  <p>Pointer to a string to draw. If UNICODE is defined, this parameter type resolves to an LPCWSTR, otherwise, the type resolves to an LPCSTR. If the Count parameter is -1, the string must be <strong><c>null</c></strong> terminated.</p> </dd></param>	
            <param name="count"><dd>  <p>The number of characters in the string. If Count is -1, then the pString parameter is assumed to be a reference to a sprite containing a <c>null</c>-terminated string and <see cref="M:SharpDX.Direct3D10.Font.DrawText(SharpDX.Direct3D10.Sprite,System.String,SharpDX.Rectangle,SharpDX.Direct3D10.FontDrawFlags,SharpDX.Color4)"/> computes the character count automatically.</p> </dd></param>	
            <param name="rectRef"><dd>  <p>Pointer to a <see cref="T:SharpDX.Rectangle"/> structure that contains the rectangle, in logical coordinates, in which the text is to be formatted. As with any <see cref="T:SharpDX.Rectangle"/> object, the coordinate value of the rectangle's right side must be greater than that of its left side. Likewise, the coordinate value of the bottom must be greater than that of the top.</p> </dd></param>	
            <param name="format"><dd>  <p>Specify the method of formatting the text. It can be any combination of the following values: </p> <p></p> <table> <tr><th>Item</th><th>Description</th></tr> <tr><td> <p>DT_BOTTOM</p> </td><td> <p>Justify the text to the bottom of the rectangle. This value must be combined with DT_SINGLELINE.</p> </td></tr> <tr><td> <p>DT_CALCRECT</p> </td><td> <p>Tell DrawText to automatically calculate the width and height of the rectangle based on the length of the string you tell it to draw. If there are multiple lines of text, <see cref="M:SharpDX.Direct3D10.Font.DrawText(SharpDX.Direct3D10.Sprite,System.String,SharpDX.Rectangle,SharpDX.Direct3D10.FontDrawFlags,SharpDX.Color4)"/> uses the width of the rectangle pointed to by the pRect parameter and extends the base of the rectangle to bound the last line of text. If there is only one line of text, <see cref="M:SharpDX.Direct3D10.Font.DrawText(SharpDX.Direct3D10.Sprite,System.String,SharpDX.Rectangle,SharpDX.Direct3D10.FontDrawFlags,SharpDX.Color4)"/> modifies the right side of the rectangle so that it bounds the last character in the line. In either case, <see cref="M:SharpDX.Direct3D10.Font.DrawText(SharpDX.Direct3D10.Sprite,System.String,SharpDX.Rectangle,SharpDX.Direct3D10.FontDrawFlags,SharpDX.Color4)"/> returns the height of the formatted text but does not draw the text.</p> </td></tr> <tr><td> <p>DT_CENTER</p> </td><td> <p>Center text horizontally in the rectangle.</p> </td></tr> <tr><td> <p>DT_EXPANDTABS</p> </td><td> <p>Expand tab characters. The default number of characters per tab is eight.</p> </td></tr> <tr><td> <p>DT_LEFT</p> </td><td> <p>Align text to the left.</p> </td></tr> <tr><td> <p>DT_NOCLIP</p> </td><td> <p>Draw without clipping. <see cref="M:SharpDX.Direct3D10.Font.DrawText(SharpDX.Direct3D10.Sprite,System.String,SharpDX.Rectangle,SharpDX.Direct3D10.FontDrawFlags,SharpDX.Color4)"/> is somewhat faster when DT_NOCLIP is used.</p> </td></tr> <tr><td> <p>DT_RIGHT</p> </td><td> <p>Align text to the right.</p> </td></tr> <tr><td> <p>DT_RTLREADING</p> </td><td> <p>Display text in right-to-left reading order for bidirectional text when a Hebrew or Arabic font is selected. The default reading order for all text is left-to-right.</p> </td></tr> <tr><td> <p>DT_SINGLELINE</p> </td><td> <p>Display text on a single line only. Carriage returns and line feeds do not break the line.</p> </td></tr> <tr><td> <p>DT_TOP</p> </td><td> <p>Top-justify text.</p> </td></tr> <tr><td> <p>DT_VCENTER</p> </td><td> <p>Center text vertically (single line only).</p> </td></tr> <tr><td> <p>DT_WORDBREAK</p> </td><td> <p>Break words. Lines are automatically broken between words if a word would extend past the edge of the rectangle specified by the pRect parameter. A carriage return/line feed sequence also breaks the line.</p> </td></tr> </table> <p>?</p> </dd></param>	
            <param name="color"><dd>  <p>Color of the text. See <strong><see cref="T:SharpDX.Color4"/></strong>.</p> </dd></param>	
            <returns><p>If the function succeeds, the return value is the height of the text in logical units. If DT_VCENTER or DT_BOTTOM is specified, the return value is the offset from pRect (top to the bottom) of the drawn text. If the function fails, the return value is zero.</p></returns>	
            <remarks>	
            <p>The parameters of this method are very similar to those of the GDI DrawText function.</p><p>This method supports both ANSI and Unicode strings.</p><p>Unless the DT_NOCLIP format is used, this method clips the text so that it does not appear outside the specified rectangle. All formatting is assumed to have multiple lines unless the DT_SINGLELINE format is specified.</p><p>If the selected font is too large for the rectangle, this method does not attempt to substitute a smaller font.</p><p>This method supports only fonts whose escapement and orientation are both zero.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10Font::DrawTextW']/*"/>	
            <msdn-id>bb173887</msdn-id>	
            <unmanaged>int ID3DX10Font::DrawTextW([In] ID3DX10Sprite* pSprite,[In] const wchar_t* pString,[In] int Count,[In] void* pRect,[In] unsigned int Format,[In] D3DXCOLOR Color)</unmanaged>	
            <unmanaged-short>ID3DX10Font::DrawTextW</unmanaged-short>	
        </member>
        <member name="P:SharpDX.Direct3D10.Font.Device">
            <summary>	
            <p>Retrieve the Direct3D device associated with the font object.</p>	
            </summary>	
            <remarks>	
            <p><strong>Note</strong>??Calling this method will increase the internal reference count on the <see cref="T:SharpDX.Direct3D10.Device"/> interface. Be sure to call <see cref="T:SharpDX.ComObject"/> when you are done using this <see cref="T:SharpDX.Direct3D10.Device"/> interface or you will have a memory leak.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10Font::GetDevice']/*"/>	
            <msdn-id>bb173891</msdn-id>	
            <unmanaged>GetDevice</unmanaged>	
            <unmanaged-short>GetDevice</unmanaged-short>	
            <unmanaged>HRESULT ID3DX10Font::GetDevice([Out] ID3D10Device** ppDevice)</unmanaged>
        </member>
        <member name="P:SharpDX.Direct3D10.Font.Description">
            <summary>	
            <p>Get a description of the current font object.</p>	
            </summary>	
            <remarks>	
            <p>This method describes Unicode font objects if UNICODE is defined. Otherwise GetDescA is called, which returns a reference to the D3DX10FONT_DESCA structure.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10Font::GetDescW']/*"/>	
            <msdn-id>bb173890</msdn-id>	
            <unmanaged>GetDescW</unmanaged>	
            <unmanaged-short>GetDescW</unmanaged-short>	
            <unmanaged>HRESULT ID3DX10Font::GetDescW([Out] D3DX10_FONT_DESCW* pDesc)</unmanaged>
        </member>
        <member name="P:SharpDX.Direct3D10.Font.DeviceContext">
            <summary>	
            <p>Return a handle to a display device context (DC) that has the font set onto it.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10Font::GetDC']/*"/>	
            <msdn-id>bb173889</msdn-id>	
            <unmanaged>GetDC</unmanaged>	
            <unmanaged-short>GetDC</unmanaged-short>	
            <unmanaged>HDC ID3DX10Font::GetDC()</unmanaged>
        </member>
        <member name="T:SharpDX.Direct3D10.FontCharacterSet">
            <summary>
            Defines possible character sets for fonts.
            </summary>
            <unmanaged>CHARSET</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D10.FontCharacterSet.Ansi">
            <summary>
            The ANSI character set.
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontCharacterSet.Arabic">
            <summary>
            The Arabic character set.
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontCharacterSet.Baltic">
            <summary>
            The Baltic character set.
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontCharacterSet.ChineseBig5">
            <summary>
            The Chinese character set.
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontCharacterSet.Default">
            <summary>
            The default system character set.
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontCharacterSet.EastEurope">
            <summary>
            The East Europe character set.
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontCharacterSet.GB2312">
            <summary>
            The GB2312 character set.
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontCharacterSet.Greek">
            <summary>
            The Greek character set.
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontCharacterSet.Hangul">
            <summary>
            The Hangul character set.
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontCharacterSet.Hebrew">
            <summary>
            The Hebrew character set.
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontCharacterSet.Johab">
            <summary>
            The Johab character set.
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontCharacterSet.Mac">
            <summary>
            The Mac character set.
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontCharacterSet.Oem">
            <summary>
            The OEM character set.
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontCharacterSet.Russian">
            <summary>
            The Russian character set.
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontCharacterSet.ShiftJIS">
            <summary>
            The ShiftJIS character set.
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontCharacterSet.Symbol">
            <summary>
            The symbol character set.
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontCharacterSet.Thai">
            <summary>
            The Thai character set.
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontCharacterSet.Turkish">
            <summary>
            The Turkish character set.
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontCharacterSet.Vietnamese">
            <summary>
            The Vietnamese character set.
            </summary>
        </member>
        <member name="T:SharpDX.Direct3D10.FontDrawFlags">
            <summary>
            Specifies formatting options for text rendering.
            </summary>
            <unmanaged>DT</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D10.FontDrawFlags.Bottom">
            <summary>
            Align the text to the bottom.
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontDrawFlags.Center">
            <summary>
            Align the text to the center.
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontDrawFlags.ExpandTabs">
            <summary>
            Expand tab characters.
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontDrawFlags.Left">
            <summary>
            Align the text to the left.
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontDrawFlags.NoClip">
            <summary>
            Don't clip the text.
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontDrawFlags.Right">
            <summary>
            Align the text to the right.
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontDrawFlags.RtlReading">
            <summary>
            Rendering the text in right-to-left reading order.
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontDrawFlags.SingleLine">
            <summary>
            Force all text to a single line.
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontDrawFlags.Top">
            <summary>
            Align the text to the top.
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontDrawFlags.VerticalCenter">
            <summary>
            Vertically align the text to the center.
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontDrawFlags.WordBreak">
            <summary>
            Allow word breaks.
            </summary>
        </member>
        <member name="T:SharpDX.Direct3D10.FontPitchAndFamily">
            <summary>
            Defines pitch and family settings for fonts.
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontPitchAndFamily.Decorative">
            <summary>
            Use the Decorative family.
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontPitchAndFamily.Default">
            <summary>
            Default pitch.
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontPitchAndFamily.DontCare">
            <summary>
            The font family doesn't matter.
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontPitchAndFamily.Fixed">
            <summary>
            Fixed pitch.
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontPitchAndFamily.Modern">
            <summary>
            Use the Modern family.
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontPitchAndFamily.Mono">
            <summary>
            Mono pitch.
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontPitchAndFamily.Roman">
            <summary>
            Use the Roman family.
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontPitchAndFamily.Script">
            <summary>
            Use the Script family.
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontPitchAndFamily.Swiss">
            <summary>
            Use the Swiss family.
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontPitchAndFamily.Variable">
            <summary>
            Variable pitch.
            </summary>
        </member>
        <member name="T:SharpDX.Direct3D10.FontPrecision">
            <summary>
            Defines precision levels for font rendering.
            </summary>
            <unmanaged>OutPrecision</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D10.FontPrecision.Default">
            <summary>
            Default
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontPrecision.String">
            <summary>
            String
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontPrecision.Character">
            <summary>
            Character
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontPrecision.Stroke">
            <summary>
            Stroke
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontPrecision.TrueType">
            <summary>
            TrueType
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontPrecision.Device">
            <summary>
            Device
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontPrecision.Raster">
            <summary>
            Raster
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontPrecision.TrueTypeOnly">
            <summary>
            TrueTypeOnly
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontPrecision.Outline">
            <summary>
            Outline
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontPrecision.ScreenOutline">
            <summary>
            ScreenOutline
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontPrecision.PostScriptOnly">
            <summary>
            PostScriptOnly
            </summary>
        </member>
        <member name="T:SharpDX.Direct3D10.FontQuality">
            <summary>
            Specifies quality options for font rendering.
            </summary>
            <unmanaged>QUALITY</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D10.FontQuality.Default">
            <summary>
            Default
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontQuality.Draft">
            <summary>
            Draft
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontQuality.Proof">
            <summary>
            Proof
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontQuality.NonAntialiased">
            <summary>
            Non antialiased
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontQuality.Antialiased">
            <summary>
            Antialiased
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontQuality.ClearType">
            <summary>
            ClearType
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontQuality.ClearTypeNatural">
            <summary>
            ClearTypeNatural
            </summary>
        </member>
        <member name="T:SharpDX.Direct3D10.FontWeight">
            <summary>
            Specifies weights for font rendering.
            </summary>
            <unmanaged>FW</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D10.FontWeight.Black">
            <summary>
            Use a black weight.
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontWeight.Bold">
            <summary>
            Use a bold weight.
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontWeight.DemiBold">
            <summary>
            Use a demi-bold weight.
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontWeight.DoNotCare">
            <summary>
            The font weight doesn't matter.
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontWeight.ExtraBold">
            <summary>
            Use an extra bold weight.
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontWeight.ExtraLight">
            <summary>
            Make the font extra light.
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontWeight.Heavy">
            <summary>
            Use a heavy weight.
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontWeight.Light">
            <summary>
            Make the font light.
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontWeight.Medium">
            <summary>
            Use a medium weight.
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontWeight.Normal">
            <summary>
            Use a normal weight.
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontWeight.Regular">
            <summary>
            Use a regular weight.
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontWeight.SemiBold">
            <summary>
            Use a semi-bold weight.
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontWeight.Thin">
            <summary>
            Make the font thin.
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontWeight.UltraBold">
            <summary>
            Use an ultra bold weight.
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.FontWeight.UltraLight">
            <summary>
            Make the font ultra light.
            </summary>
        </member>
        <member name="T:SharpDX.Direct3D10.AsynchronousFlags">
            <summary>	
Flags that defines the behavior of method <see cref="M:SharpDX.Direct3D10.Asynchronous.GetData"/>.	
</summary>	
            <msdn-id>bb204887</msdn-id>	
            <unmanaged>D3D10_ASYNC_GETDATA_FLAG</unmanaged>	
            <unmanaged-short>D3D10_ASYNC_GETDATA_FLAG</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.AsynchronousFlags.DoNotFlush">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_ASYNC_GETDATA_DONOTFLUSH']/*"/>	
            <unmanaged>D3D10_ASYNC_GETDATA_DONOTFLUSH</unmanaged>	
            <unmanaged-short>D3D10_ASYNC_GETDATA_DONOTFLUSH</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.AsynchronousFlags.None">
            <summary>	
            None.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='']/*"/>	
            <unmanaged>None</unmanaged>	
            <unmanaged-short>None</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.BindFlags">
            <summary>	
            <p>Identifies how to bind a resource to the pipeline.</p>	
            </summary>	
            <remarks>	
            <p>In general, binding flags can be combined using a logical OR (except the constant-buffer flag); however, you should use a single flag to allow the device to optimize the resource usage.</p><p>This enumeration is used by a:</p><ul> <li> <strong>Buffer description</strong> when creating a buffer.</li> <li>Texture description when creating a texture (see <strong><see cref="T:SharpDX.Direct3D10.Texture1DDescription"/></strong> or <strong><see cref="T:SharpDX.Direct3D10.Texture2DDescription"/></strong> or <strong><see cref="T:SharpDX.Direct3D10.Texture3DDescription"/></strong>).</li> </ul><p>A shader-resource buffer is NOT a constant buffer; rather, it is a texture or buffer resource that is bound to a shader, that contains texture or buffer data (it is not limited to a single element type in the buffer). A shader-resource buffer is created with the <see cref="F:SharpDX.Direct3D10.BindFlags.ShaderResource"/> flag and is bound to the pipeline using one of these APIs: <strong><see cref="M:SharpDX.Direct3D10.GeometryShaderStage.SetShaderResources(System.Int32,System.Int32,SharpDX.Direct3D10.ShaderResourceView[])"/></strong>, <strong><see cref="M:SharpDX.Direct3D10.PixelShaderStage.SetShaderResources(System.Int32,System.Int32,SharpDX.Direct3D10.ShaderResourceView[])"/></strong>, or <strong><see cref="M:SharpDX.Direct3D10.VertexShaderStage.SetShaderResources(System.Int32,System.Int32,SharpDX.Direct3D10.ShaderResourceView[])"/></strong>. Furthermore, a shader-resource buffer cannot use the <strong><see cref="F:SharpDX.Direct3D10.MapMode.WriteNoOverwrite"/></strong> flag.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BIND_FLAG']/*"/>	
            <msdn-id>bb204891</msdn-id>	
            <unmanaged>D3D10_BIND_FLAG</unmanaged>	
            <unmanaged-short>D3D10_BIND_FLAG</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.BindFlags.VertexBuffer">
            <summary>	
            <dd> <p>Bind a buffer as a vertex buffer to the input-assembler stage.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BIND_VERTEX_BUFFER']/*"/>	
            <msdn-id>bb204891</msdn-id>	
            <unmanaged>D3D10_BIND_VERTEX_BUFFER</unmanaged>	
            <unmanaged-short>D3D10_BIND_VERTEX_BUFFER</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.BindFlags.IndexBuffer">
            <summary>	
            <dd> <p>Bind a buffer as an index buffer to the input-assembler stage.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BIND_INDEX_BUFFER']/*"/>	
            <msdn-id>bb204891</msdn-id>	
            <unmanaged>D3D10_BIND_INDEX_BUFFER</unmanaged>	
            <unmanaged-short>D3D10_BIND_INDEX_BUFFER</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.BindFlags.ConstantBuffer">
            <summary>	
            <dd> <p>Bind a buffer as a constant buffer to a shader stage; this flag may NOT be combined with any other bind flag.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BIND_CONSTANT_BUFFER']/*"/>	
            <msdn-id>bb204891</msdn-id>	
            <unmanaged>D3D10_BIND_CONSTANT_BUFFER</unmanaged>	
            <unmanaged-short>D3D10_BIND_CONSTANT_BUFFER</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.BindFlags.ShaderResource">
            <summary>	
            <dd> <p>Bind a buffer or texture to a shader stage; this flag cannot be used with the <strong><see cref="F:SharpDX.Direct3D10.MapMode.WriteNoOverwrite"/></strong> flag.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BIND_SHADER_RESOURCE']/*"/>	
            <msdn-id>bb204891</msdn-id>	
            <unmanaged>D3D10_BIND_SHADER_RESOURCE</unmanaged>	
            <unmanaged-short>D3D10_BIND_SHADER_RESOURCE</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.BindFlags.StreamOutput">
            <summary>	
            <dd> <p>Bind an output buffer for the stream-output stage.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BIND_STREAM_OUTPUT']/*"/>	
            <msdn-id>bb204891</msdn-id>	
            <unmanaged>D3D10_BIND_STREAM_OUTPUT</unmanaged>	
            <unmanaged-short>D3D10_BIND_STREAM_OUTPUT</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.BindFlags.RenderTarget">
            <summary>	
            <dd> <p>Bind a texture as a render target for the output-merger stage.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BIND_RENDER_TARGET']/*"/>	
            <msdn-id>bb204891</msdn-id>	
            <unmanaged>D3D10_BIND_RENDER_TARGET</unmanaged>	
            <unmanaged-short>D3D10_BIND_RENDER_TARGET</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.BindFlags.DepthStencil">
            <summary>	
            <dd> <p>Bind a texture as a depth-stencil target for the output-merger stage.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BIND_DEPTH_STENCIL']/*"/>	
            <msdn-id>bb204891</msdn-id>	
            <unmanaged>D3D10_BIND_DEPTH_STENCIL</unmanaged>	
            <unmanaged-short>D3D10_BIND_DEPTH_STENCIL</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.BindFlags.None">
            <summary>	
            None.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='']/*"/>	
            <unmanaged>None</unmanaged>	
            <unmanaged-short>None</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.BlendOperation">
            <summary>	
            <p>RGB or alpha blending operation.</p>	
            </summary>	
            <remarks>	
            <p>The runtime implements RGB blending and alpha blending separately. Therefore, blend state requires separate blend operations for RGB data and alpha data. These blend operations are specified in a <strong>blend description</strong>. The two sources ? Source 1, called SrcBlend and SrcBlendAlpha, and Source 2, called DestBlend and DestBlendAlpha ? are shown in the blending block diagram.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BLEND_OP']/*"/>	
            <msdn-id>bb204894</msdn-id>	
            <unmanaged>D3D10_BLEND_OP</unmanaged>	
            <unmanaged-short>D3D10_BLEND_OP</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.BlendOperation.Add">
            <summary>	
            <dd> <p>Add source 1 and source 2.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BLEND_OP_ADD']/*"/>	
            <msdn-id>bb204894</msdn-id>	
            <unmanaged>D3D10_BLEND_OP_ADD</unmanaged>	
            <unmanaged-short>D3D10_BLEND_OP_ADD</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.BlendOperation.Subtract">
            <summary>	
            <dd> <p>Subtract source 1 from source 2.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BLEND_OP_SUBTRACT']/*"/>	
            <msdn-id>bb204894</msdn-id>	
            <unmanaged>D3D10_BLEND_OP_SUBTRACT</unmanaged>	
            <unmanaged-short>D3D10_BLEND_OP_SUBTRACT</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.BlendOperation.ReverseSubtract">
            <summary>	
            <dd> <p>Subtract source 2 from source 1.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BLEND_OP_REV_SUBTRACT']/*"/>	
            <msdn-id>bb204894</msdn-id>	
            <unmanaged>D3D10_BLEND_OP_REV_SUBTRACT</unmanaged>	
            <unmanaged-short>D3D10_BLEND_OP_REV_SUBTRACT</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.BlendOperation.Minimum">
            <summary>	
            <dd> <p>Find the minimum of source 1 and source 2.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BLEND_OP_MIN']/*"/>	
            <msdn-id>bb204894</msdn-id>	
            <unmanaged>D3D10_BLEND_OP_MIN</unmanaged>	
            <unmanaged-short>D3D10_BLEND_OP_MIN</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.BlendOperation.Maximum">
            <summary>	
            <dd> <p>Find the maximum of source 1 and source 2.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BLEND_OP_MAX']/*"/>	
            <msdn-id>bb204894</msdn-id>	
            <unmanaged>D3D10_BLEND_OP_MAX</unmanaged>	
            <unmanaged-short>D3D10_BLEND_OP_MAX</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.BlendOption">
            <summary>	
            <p>Blend options. A blend option identifies the data source and an optional pre-blend operation.</p>	
            </summary>	
            <remarks>	
            <p>Blend operations are specified in a <strong>blend description</strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BLEND']/*"/>	
            <msdn-id>bb204892</msdn-id>	
            <unmanaged>D3D10_BLEND</unmanaged>	
            <unmanaged-short>D3D10_BLEND</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.BlendOption.Zero">
            <summary>	
            <dd> <p>The data source is the color black (0, 0, 0, 0). No pre-blend operation.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BLEND_ZERO']/*"/>	
            <msdn-id>bb204892</msdn-id>	
            <unmanaged>D3D10_BLEND_ZERO</unmanaged>	
            <unmanaged-short>D3D10_BLEND_ZERO</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.BlendOption.One">
            <summary>	
            <dd> <p>The data source is the color white (1, 1, 1, 1). No pre-blend operation.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BLEND_ONE']/*"/>	
            <msdn-id>bb204892</msdn-id>	
            <unmanaged>D3D10_BLEND_ONE</unmanaged>	
            <unmanaged-short>D3D10_BLEND_ONE</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.BlendOption.SourceColor">
            <summary>	
            <dd> <p>The data source is color data (RGB) from a pixel shader. No pre-blend operation.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BLEND_SRC_COLOR']/*"/>	
            <msdn-id>bb204892</msdn-id>	
            <unmanaged>D3D10_BLEND_SRC_COLOR</unmanaged>	
            <unmanaged-short>D3D10_BLEND_SRC_COLOR</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.BlendOption.InverseSourceColor">
            <summary>	
            <dd> <p>The data source is color data (RGB) from a pixel shader. The pre-blend operation inverts the data, generating 1 - RGB.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BLEND_INV_SRC_COLOR']/*"/>	
            <msdn-id>bb204892</msdn-id>	
            <unmanaged>D3D10_BLEND_INV_SRC_COLOR</unmanaged>	
            <unmanaged-short>D3D10_BLEND_INV_SRC_COLOR</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.BlendOption.SourceAlpha">
            <summary>	
            <dd> <p>The data source is alpha data (A) from a pixel shader. No pre-blend operation.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BLEND_SRC_ALPHA']/*"/>	
            <msdn-id>bb204892</msdn-id>	
            <unmanaged>D3D10_BLEND_SRC_ALPHA</unmanaged>	
            <unmanaged-short>D3D10_BLEND_SRC_ALPHA</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.BlendOption.InverseSourceAlpha">
            <summary>	
            <dd> <p>The data source is alpha data (A) from a pixel shader. The pre-blend operation inverts the data, generating 1 - A.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BLEND_INV_SRC_ALPHA']/*"/>	
            <msdn-id>bb204892</msdn-id>	
            <unmanaged>D3D10_BLEND_INV_SRC_ALPHA</unmanaged>	
            <unmanaged-short>D3D10_BLEND_INV_SRC_ALPHA</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.BlendOption.DestinationAlpha">
            <summary>	
            <dd> <p>The data source is alpha data from a rendertarget. No pre-blend operation.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BLEND_DEST_ALPHA']/*"/>	
            <msdn-id>bb204892</msdn-id>	
            <unmanaged>D3D10_BLEND_DEST_ALPHA</unmanaged>	
            <unmanaged-short>D3D10_BLEND_DEST_ALPHA</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.BlendOption.InverseDestinationAlpha">
            <summary>	
            <dd> <p>The data source is alpha data from a rendertarget. The pre-blend operation inverts the data, generating 1 - A.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BLEND_INV_DEST_ALPHA']/*"/>	
            <msdn-id>bb204892</msdn-id>	
            <unmanaged>D3D10_BLEND_INV_DEST_ALPHA</unmanaged>	
            <unmanaged-short>D3D10_BLEND_INV_DEST_ALPHA</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.BlendOption.DestinationColor">
            <summary>	
            <dd> <p>The data source is color data from a rendertarget. No pre-blend operation.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BLEND_DEST_COLOR']/*"/>	
            <msdn-id>bb204892</msdn-id>	
            <unmanaged>D3D10_BLEND_DEST_COLOR</unmanaged>	
            <unmanaged-short>D3D10_BLEND_DEST_COLOR</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.BlendOption.InverseDestinationColor">
            <summary>	
            <dd> <p>The data source is color data from a rendertarget. The pre-blend operation inverts the data, generating 1 - RGB.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BLEND_INV_DEST_COLOR']/*"/>	
            <msdn-id>bb204892</msdn-id>	
            <unmanaged>D3D10_BLEND_INV_DEST_COLOR</unmanaged>	
            <unmanaged-short>D3D10_BLEND_INV_DEST_COLOR</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.BlendOption.SourceAlphaSaturate">
            <summary>	
            <dd> <p>The data source is alpha data from a pixel shader. The pre-blend operation clamps the data to 1 or less. 	
            </p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BLEND_SRC_ALPHA_SAT']/*"/>	
            <msdn-id>bb204892</msdn-id>	
            <unmanaged>D3D10_BLEND_SRC_ALPHA_SAT</unmanaged>	
            <unmanaged-short>D3D10_BLEND_SRC_ALPHA_SAT</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.BlendOption.BlendFactor">
            <summary>	
            <dd> <p>The data source is the blend factor set with <strong><see cref="M:SharpDX.Direct3D10.OutputMergerStage.SetBlendState(SharpDX.Direct3D10.BlendState,SharpDX.Color4,System.Int32)"/></strong>. No pre-blend operation.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BLEND_BLEND_FACTOR']/*"/>	
            <msdn-id>bb204892</msdn-id>	
            <unmanaged>D3D10_BLEND_BLEND_FACTOR</unmanaged>	
            <unmanaged-short>D3D10_BLEND_BLEND_FACTOR</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.BlendOption.InverseBlendFactor">
            <summary>	
            <dd> <p>The data source is the blend factor set with <strong><see cref="M:SharpDX.Direct3D10.OutputMergerStage.SetBlendState(SharpDX.Direct3D10.BlendState,SharpDX.Color4,System.Int32)"/></strong>. The pre-blend operation inverts the blend factor, generating 1 - blend_factor.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BLEND_INV_BLEND_FACTOR']/*"/>	
            <msdn-id>bb204892</msdn-id>	
            <unmanaged>D3D10_BLEND_INV_BLEND_FACTOR</unmanaged>	
            <unmanaged-short>D3D10_BLEND_INV_BLEND_FACTOR</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.BlendOption.SecondarySourceColor">
            <summary>	
            <dd> <p>The data sources are both color data output by a pixel shader. There is no pre-blend operation. This options supports dual-source color blending.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BLEND_SRC1_COLOR']/*"/>	
            <msdn-id>bb204892</msdn-id>	
            <unmanaged>D3D10_BLEND_SRC1_COLOR</unmanaged>	
            <unmanaged-short>D3D10_BLEND_SRC1_COLOR</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.BlendOption.InverseSecondarySourceColor">
            <summary>	
            <dd> <p>The data sources are both color data output by a pixel shader. The pre-blend operation inverts the data, generating 1 - RGB. This options supports dual-source color blending.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BLEND_INV_SRC1_COLOR']/*"/>	
            <msdn-id>bb204892</msdn-id>	
            <unmanaged>D3D10_BLEND_INV_SRC1_COLOR</unmanaged>	
            <unmanaged-short>D3D10_BLEND_INV_SRC1_COLOR</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.BlendOption.SecondarySourceAlpha">
            <summary>	
            <dd> <p>The data sources are alpha data output by a pixel shader. There is no pre-blend operation. This options supports dual-source color blending.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BLEND_SRC1_ALPHA']/*"/>	
            <msdn-id>bb204892</msdn-id>	
            <unmanaged>D3D10_BLEND_SRC1_ALPHA</unmanaged>	
            <unmanaged-short>D3D10_BLEND_SRC1_ALPHA</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.BlendOption.InverseSecondarySourceAlpha">
            <summary>	
            <dd> <p>The data sources are alpha data output by a pixel shader. The pre-blend operation inverts the data, generating 1 - A. This options supports dual-source color blending.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BLEND_INV_SRC1_ALPHA']/*"/>	
            <msdn-id>bb204892</msdn-id>	
            <unmanaged>D3D10_BLEND_INV_SRC1_ALPHA</unmanaged>	
            <unmanaged-short>D3D10_BLEND_INV_SRC1_ALPHA</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.Channel">
            <summary>	
            <p>These flags are used by functions which operate on one or more channels in a texture.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_CHANNEL_FLAG']/*"/>	
            <msdn-id>bb172690</msdn-id>	
            <unmanaged>D3DX10_CHANNEL_FLAG</unmanaged>	
            <unmanaged-short>D3DX10_CHANNEL_FLAG</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Channel.Red">
            <summary>	
            <dd> <p>Indicates the red channel should be used.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_CHANNEL_RED']/*"/>	
            <msdn-id>bb172690</msdn-id>	
            <unmanaged>D3DX10_CHANNEL_RED</unmanaged>	
            <unmanaged-short>D3DX10_CHANNEL_RED</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Channel.Blue">
            <summary>	
            <dd> <p>Indicates the blue channel should be used.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_CHANNEL_BLUE']/*"/>	
            <msdn-id>bb172690</msdn-id>	
            <unmanaged>D3DX10_CHANNEL_BLUE</unmanaged>	
            <unmanaged-short>D3DX10_CHANNEL_BLUE</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Channel.Green">
            <summary>	
            <dd> <p>Indicates the green channel should be used.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_CHANNEL_GREEN']/*"/>	
            <msdn-id>bb172690</msdn-id>	
            <unmanaged>D3DX10_CHANNEL_GREEN</unmanaged>	
            <unmanaged-short>D3DX10_CHANNEL_GREEN</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Channel.Alpha">
            <summary>	
            <dd> <p>Indicates the alpha channel should be used.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_CHANNEL_ALPHA']/*"/>	
            <msdn-id>bb172690</msdn-id>	
            <unmanaged>D3DX10_CHANNEL_ALPHA</unmanaged>	
            <unmanaged-short>D3DX10_CHANNEL_ALPHA</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Channel.Luminance">
            <summary>	
            <dd> <p>Indicates the luminaces of the red, green, and blue channels should be used.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_CHANNEL_LUMINANCE']/*"/>	
            <msdn-id>bb172690</msdn-id>	
            <unmanaged>D3DX10_CHANNEL_LUMINANCE</unmanaged>	
            <unmanaged-short>D3DX10_CHANNEL_LUMINANCE</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Channel.None">
            <summary>	
            None.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='']/*"/>	
            <unmanaged>None</unmanaged>	
            <unmanaged-short>None</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.ColorWriteMaskFlags">
            <summary>	
            <p>Identify which components of each pixel of a render target are writable during blending.</p>	
            </summary>	
            <remarks>	
            <p>These flags can be combined with a bitwise OR.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_COLOR_WRITE_ENABLE']/*"/>	
            <msdn-id>bb204901</msdn-id>	
            <unmanaged>D3D10_COLOR_WRITE_ENABLE</unmanaged>	
            <unmanaged-short>D3D10_COLOR_WRITE_ENABLE</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ColorWriteMaskFlags.Red">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_COLOR_WRITE_ENABLE_RED']/*"/>	
            <unmanaged>D3D10_COLOR_WRITE_ENABLE_RED</unmanaged>	
            <unmanaged-short>D3D10_COLOR_WRITE_ENABLE_RED</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ColorWriteMaskFlags.Green">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_COLOR_WRITE_ENABLE_GREEN']/*"/>	
            <unmanaged>D3D10_COLOR_WRITE_ENABLE_GREEN</unmanaged>	
            <unmanaged-short>D3D10_COLOR_WRITE_ENABLE_GREEN</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ColorWriteMaskFlags.Blue">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_COLOR_WRITE_ENABLE_BLUE']/*"/>	
            <unmanaged>D3D10_COLOR_WRITE_ENABLE_BLUE</unmanaged>	
            <unmanaged-short>D3D10_COLOR_WRITE_ENABLE_BLUE</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ColorWriteMaskFlags.Alpha">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_COLOR_WRITE_ENABLE_ALPHA']/*"/>	
            <unmanaged>D3D10_COLOR_WRITE_ENABLE_ALPHA</unmanaged>	
            <unmanaged-short>D3D10_COLOR_WRITE_ENABLE_ALPHA</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ColorWriteMaskFlags.All">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_COLOR_WRITE_ENABLE_ALL']/*"/>	
            <unmanaged>D3D10_COLOR_WRITE_ENABLE_ALL</unmanaged>	
            <unmanaged-short>D3D10_COLOR_WRITE_ENABLE_ALL</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.Comparison">
            <summary>	
            <p>Comparison options.</p>	
            </summary>	
            <remarks>	
            <p>A comparison option determines whether how the runtime compares source (new) data against destination (existing) data before storing the new data. The comparison option is declared in a description before an object is created. The API allows you to set a comparison option for a depth-stencil buffer (see <strong><see cref="T:SharpDX.Direct3D10.DepthStencilStateDescription"/></strong>), depth-stencil operations (see <strong><see cref="T:SharpDX.Direct3D10.DepthStencilOperationDescription"/></strong>), or sampler state (see <strong><see cref="T:SharpDX.Direct3D10.SamplerStateDescription"/></strong>).</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_COMPARISON_FUNC']/*"/>	
            <msdn-id>bb204902</msdn-id>	
            <unmanaged>D3D10_COMPARISON_FUNC</unmanaged>	
            <unmanaged-short>D3D10_COMPARISON_FUNC</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Comparison.Never">
            <summary>	
            <dd> <p>Never pass the comparison.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_COMPARISON_NEVER']/*"/>	
            <msdn-id>bb204902</msdn-id>	
            <unmanaged>D3D10_COMPARISON_NEVER</unmanaged>	
            <unmanaged-short>D3D10_COMPARISON_NEVER</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Comparison.Less">
            <summary>	
            <dd> <p>If the source data is less than the destination data, the comparison passes.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_COMPARISON_LESS']/*"/>	
            <msdn-id>bb204902</msdn-id>	
            <unmanaged>D3D10_COMPARISON_LESS</unmanaged>	
            <unmanaged-short>D3D10_COMPARISON_LESS</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Comparison.Equal">
            <summary>	
            <dd> <p>If the source data is equal to the destination data, the comparison passes.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_COMPARISON_EQUAL']/*"/>	
            <msdn-id>bb204902</msdn-id>	
            <unmanaged>D3D10_COMPARISON_EQUAL</unmanaged>	
            <unmanaged-short>D3D10_COMPARISON_EQUAL</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Comparison.LessEqual">
            <summary>	
            <dd> <p>If the source data is less than or equal to the destination data, the comparison passes.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_COMPARISON_LESS_EQUAL']/*"/>	
            <msdn-id>bb204902</msdn-id>	
            <unmanaged>D3D10_COMPARISON_LESS_EQUAL</unmanaged>	
            <unmanaged-short>D3D10_COMPARISON_LESS_EQUAL</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Comparison.Greater">
            <summary>	
            <dd> <p>If the source data is greater than the destination data, the comparison passes.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_COMPARISON_GREATER']/*"/>	
            <msdn-id>bb204902</msdn-id>	
            <unmanaged>D3D10_COMPARISON_GREATER</unmanaged>	
            <unmanaged-short>D3D10_COMPARISON_GREATER</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Comparison.NotEqual">
            <summary>	
            <dd> <p>If the source data is not equal to the destination data, the comparison passes.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_COMPARISON_NOT_EQUAL']/*"/>	
            <msdn-id>bb204902</msdn-id>	
            <unmanaged>D3D10_COMPARISON_NOT_EQUAL</unmanaged>	
            <unmanaged-short>D3D10_COMPARISON_NOT_EQUAL</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Comparison.GreaterEqual">
            <summary>	
            <dd> <p>If the source data is greater than or equal to the destination data, the comparison passes.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_COMPARISON_GREATER_EQUAL']/*"/>	
            <msdn-id>bb204902</msdn-id>	
            <unmanaged>D3D10_COMPARISON_GREATER_EQUAL</unmanaged>	
            <unmanaged-short>D3D10_COMPARISON_GREATER_EQUAL</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Comparison.Always">
            <summary>	
            <dd> <p>Always pass the comparison.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_COMPARISON_ALWAYS']/*"/>	
            <msdn-id>bb204902</msdn-id>	
            <unmanaged>D3D10_COMPARISON_ALWAYS</unmanaged>	
            <unmanaged-short>D3D10_COMPARISON_ALWAYS</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.CounterKind">
            <summary>	
            <p>Performance counter types.</p>	
            </summary>	
            <remarks>	
            <p>In addition to these performance counters, independent hardware vendors may define their own set of performance counters for their devices. The enum values for these counters would start after <see cref="F:SharpDX.Direct3D10.CounterKind.DeviceDependent0"/> and would be defined by those hardware vendors.</p><p>A device can support one or more of these performance counters, but it is not required to support any of them.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_COUNTER']/*"/>	
            <msdn-id>bb204904</msdn-id>	
            <unmanaged>D3D10_COUNTER</unmanaged>	
            <unmanaged-short>D3D10_COUNTER</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.CounterKind.GpuIdle">
            <summary>	
            <dd> <p>Percentage of the time that the GPU is idle.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_COUNTER_GPU_IDLE']/*"/>	
            <msdn-id>bb204904</msdn-id>	
            <unmanaged>D3D10_COUNTER_GPU_IDLE</unmanaged>	
            <unmanaged-short>D3D10_COUNTER_GPU_IDLE</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.CounterKind.VertexProcessing">
            <summary>	
            <dd> <p>Percentage of the time that the GPU does vertex processing.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_COUNTER_VERTEX_PROCESSING']/*"/>	
            <msdn-id>bb204904</msdn-id>	
            <unmanaged>D3D10_COUNTER_VERTEX_PROCESSING</unmanaged>	
            <unmanaged-short>D3D10_COUNTER_VERTEX_PROCESSING</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.CounterKind.GeometryProcessing">
            <summary>	
            <dd> <p>Percentage of the time that the GPU does geometry processing.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_COUNTER_GEOMETRY_PROCESSING']/*"/>	
            <msdn-id>bb204904</msdn-id>	
            <unmanaged>D3D10_COUNTER_GEOMETRY_PROCESSING</unmanaged>	
            <unmanaged-short>D3D10_COUNTER_GEOMETRY_PROCESSING</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.CounterKind.PixelProcessing">
            <summary>	
            <dd> <p>Percentage of the time that the GPU does pixel processing.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_COUNTER_PIXEL_PROCESSING']/*"/>	
            <msdn-id>bb204904</msdn-id>	
            <unmanaged>D3D10_COUNTER_PIXEL_PROCESSING</unmanaged>	
            <unmanaged-short>D3D10_COUNTER_PIXEL_PROCESSING</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.CounterKind.OtherGpuProcessing">
            <summary>	
            <dd> <p>Percentage of the time that the GPU does other processing (not vertex, geometry, or pixel processing).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_COUNTER_OTHER_GPU_PROCESSING']/*"/>	
            <msdn-id>bb204904</msdn-id>	
            <unmanaged>D3D10_COUNTER_OTHER_GPU_PROCESSING</unmanaged>	
            <unmanaged-short>D3D10_COUNTER_OTHER_GPU_PROCESSING</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.CounterKind.HostAdapterBandwidthUtilization">
            <summary>	
            <dd> <p>Percentage of bandwidth used on a host adapter. Value returned by <strong><see cref="M:SharpDX.Direct3D10.Asynchronous.GetData"/></strong> between 0.0 and 1.0 when using this counter.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_COUNTER_HOST_ADAPTER_BANDWIDTH_UTILIZATION']/*"/>	
            <msdn-id>bb204904</msdn-id>	
            <unmanaged>D3D10_COUNTER_HOST_ADAPTER_BANDWIDTH_UTILIZATION</unmanaged>	
            <unmanaged-short>D3D10_COUNTER_HOST_ADAPTER_BANDWIDTH_UTILIZATION</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.CounterKind.LocalVidmemBandwidthUtilization">
            <summary>	
            <dd> <p>Percentage of bandwidth used by the local video memory. Value returned by <strong><see cref="M:SharpDX.Direct3D10.Asynchronous.GetData"/></strong> between 0.0 and 1.0 when using this counter</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_COUNTER_LOCAL_VIDMEM_BANDWIDTH_UTILIZATION']/*"/>	
            <msdn-id>bb204904</msdn-id>	
            <unmanaged>D3D10_COUNTER_LOCAL_VIDMEM_BANDWIDTH_UTILIZATION</unmanaged>	
            <unmanaged-short>D3D10_COUNTER_LOCAL_VIDMEM_BANDWIDTH_UTILIZATION</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.CounterKind.VertexThroughputUtilization">
            <summary>	
            <dd> <p>Percentage of throughput used for vertices. Value returned by <strong><see cref="M:SharpDX.Direct3D10.Asynchronous.GetData"/></strong> between 0.0 and 1.0 when using this counter</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_COUNTER_VERTEX_THROUGHPUT_UTILIZATION']/*"/>	
            <msdn-id>bb204904</msdn-id>	
            <unmanaged>D3D10_COUNTER_VERTEX_THROUGHPUT_UTILIZATION</unmanaged>	
            <unmanaged-short>D3D10_COUNTER_VERTEX_THROUGHPUT_UTILIZATION</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.CounterKind.TriangleSetupThroughputUtilization">
            <summary>	
            <dd> <p>Percentage of throughput used for triangle setup. Value returned by <strong><see cref="M:SharpDX.Direct3D10.Asynchronous.GetData"/></strong> between 0.0 and 1.0 when using this counter</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_COUNTER_TRIANGLE_SETUP_THROUGHPUT_UTILIZATION']/*"/>	
            <msdn-id>bb204904</msdn-id>	
            <unmanaged>D3D10_COUNTER_TRIANGLE_SETUP_THROUGHPUT_UTILIZATION</unmanaged>	
            <unmanaged-short>D3D10_COUNTER_TRIANGLE_SETUP_THROUGHPUT_UTILIZATION</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.CounterKind.FillrateThroughputUtilization">
            <summary>	
            <dd> <p>Percentage of throughput used for the fillrate. Value returned by <strong><see cref="M:SharpDX.Direct3D10.Asynchronous.GetData"/></strong> between 0.0 and 1.0 when using this counter.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_COUNTER_FILLRATE_THROUGHPUT_UTILIZATION']/*"/>	
            <msdn-id>bb204904</msdn-id>	
            <unmanaged>D3D10_COUNTER_FILLRATE_THROUGHPUT_UTILIZATION</unmanaged>	
            <unmanaged-short>D3D10_COUNTER_FILLRATE_THROUGHPUT_UTILIZATION</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.CounterKind.VsMemoryLimited">
            <summary>	
            <dd> <p>Percentage of time that a vertex shader spends sampling resources.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_COUNTER_VS_MEMORY_LIMITED']/*"/>	
            <msdn-id>bb204904</msdn-id>	
            <unmanaged>D3D10_COUNTER_VS_MEMORY_LIMITED</unmanaged>	
            <unmanaged-short>D3D10_COUNTER_VS_MEMORY_LIMITED</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.CounterKind.VsComputationLimited">
            <summary>	
            <dd> <p>Percentage of time that a vertex shader spends doing computations.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_COUNTER_VS_COMPUTATION_LIMITED']/*"/>	
            <msdn-id>bb204904</msdn-id>	
            <unmanaged>D3D10_COUNTER_VS_COMPUTATION_LIMITED</unmanaged>	
            <unmanaged-short>D3D10_COUNTER_VS_COMPUTATION_LIMITED</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.CounterKind.GsMemoryLimited">
            <summary>	
            <dd> <p>Percentage of time that a geometry shader spends sampling resources.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_COUNTER_GS_MEMORY_LIMITED']/*"/>	
            <msdn-id>bb204904</msdn-id>	
            <unmanaged>D3D10_COUNTER_GS_MEMORY_LIMITED</unmanaged>	
            <unmanaged-short>D3D10_COUNTER_GS_MEMORY_LIMITED</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.CounterKind.GsComputationLimited">
            <summary>	
            <dd> <p>Percentage of time that a geometry shader spends doing computations.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_COUNTER_GS_COMPUTATION_LIMITED']/*"/>	
            <msdn-id>bb204904</msdn-id>	
            <unmanaged>D3D10_COUNTER_GS_COMPUTATION_LIMITED</unmanaged>	
            <unmanaged-short>D3D10_COUNTER_GS_COMPUTATION_LIMITED</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.CounterKind.PsMemoryLimited">
            <summary>	
            <dd> <p>Percentage of time that a pixel shader spends sampling resources.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_COUNTER_PS_MEMORY_LIMITED']/*"/>	
            <msdn-id>bb204904</msdn-id>	
            <unmanaged>D3D10_COUNTER_PS_MEMORY_LIMITED</unmanaged>	
            <unmanaged-short>D3D10_COUNTER_PS_MEMORY_LIMITED</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.CounterKind.PsComputationLimited">
            <summary>	
            <dd> <p>Percentage of time that a pixel shader spends doing computations.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_COUNTER_PS_COMPUTATION_LIMITED']/*"/>	
            <msdn-id>bb204904</msdn-id>	
            <unmanaged>D3D10_COUNTER_PS_COMPUTATION_LIMITED</unmanaged>	
            <unmanaged-short>D3D10_COUNTER_PS_COMPUTATION_LIMITED</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.CounterKind.PostTransformCacheHitRate">
            <summary>	
            <dd> <p>Percentage of vertex data that was read from the vertex cache. For example, if 6 vertices were added to the cache and 3 of them were read from the cache, then the hit rate would be 0.5.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_COUNTER_POST_TRANSFORM_CACHE_HIT_RATE']/*"/>	
            <msdn-id>bb204904</msdn-id>	
            <unmanaged>D3D10_COUNTER_POST_TRANSFORM_CACHE_HIT_RATE</unmanaged>	
            <unmanaged-short>D3D10_COUNTER_POST_TRANSFORM_CACHE_HIT_RATE</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.CounterKind.TextureCacheHitRate">
            <summary>	
            <dd> <p>Percentage of texel data that was read from the vertex cache. For example, if 6 texels were added to the cache and 3 of them were read from the cache, then the hit rate would be 0.5.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_COUNTER_TEXTURE_CACHE_HIT_RATE']/*"/>	
            <msdn-id>bb204904</msdn-id>	
            <unmanaged>D3D10_COUNTER_TEXTURE_CACHE_HIT_RATE</unmanaged>	
            <unmanaged-short>D3D10_COUNTER_TEXTURE_CACHE_HIT_RATE</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.CounterKind.DeviceDependent0">
            <summary>	
            <dd> <p>Start of the device-dependent counters. See remarks.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_COUNTER_DEVICE_DEPENDENT_0']/*"/>	
            <msdn-id>bb204904</msdn-id>	
            <unmanaged>D3D10_COUNTER_DEVICE_DEPENDENT_0</unmanaged>	
            <unmanaged-short>D3D10_COUNTER_DEVICE_DEPENDENT_0</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.CounterType">
            <summary>	
            <p>Data type of a performance counter.</p>	
            </summary>	
            <remarks>	
            <p>These flags are an output parameter in <strong><see cref="M:SharpDX.Direct3D10.Device.CheckCounter(SharpDX.Direct3D10.CounterDescription,SharpDX.Direct3D10.CounterType@,System.Int32@,System.IntPtr,System.IntPtr,System.IntPtr,System.IntPtr,System.IntPtr,System.IntPtr)"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_COUNTER_TYPE']/*"/>	
            <msdn-id>bb204907</msdn-id>	
            <unmanaged>D3D10_COUNTER_TYPE</unmanaged>	
            <unmanaged-short>D3D10_COUNTER_TYPE</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.CounterType.Float32">
            <summary>	
            <dd> <p>32-bit floating point.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_COUNTER_TYPE_FLOAT32']/*"/>	
            <msdn-id>bb204907</msdn-id>	
            <unmanaged>D3D10_COUNTER_TYPE_FLOAT32</unmanaged>	
            <unmanaged-short>D3D10_COUNTER_TYPE_FLOAT32</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.CounterType.Uint16">
            <summary>	
            <dd> <p>16-bit unsigned integer.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_COUNTER_TYPE_UINT16']/*"/>	
            <msdn-id>bb204907</msdn-id>	
            <unmanaged>D3D10_COUNTER_TYPE_UINT16</unmanaged>	
            <unmanaged-short>D3D10_COUNTER_TYPE_UINT16</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.CounterType.UInt32">
            <summary>	
            <dd> <p>32-bit unsigned integer.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_COUNTER_TYPE_UINT32']/*"/>	
            <msdn-id>bb204907</msdn-id>	
            <unmanaged>D3D10_COUNTER_TYPE_UINT32</unmanaged>	
            <unmanaged-short>D3D10_COUNTER_TYPE_UINT32</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.CounterType.UInt64">
            <summary>	
            <dd> <p>64-bit unsigned integer.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_COUNTER_TYPE_UINT64']/*"/>	
            <msdn-id>bb204907</msdn-id>	
            <unmanaged>D3D10_COUNTER_TYPE_UINT64</unmanaged>	
            <unmanaged-short>D3D10_COUNTER_TYPE_UINT64</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.CpuAccessFlags">
            <summary>	
            <p>Specifies the types of CPU access allowed for a resource.</p>	
            </summary>	
            <remarks>	
            <p>This enumeration is used in <strong><see cref="T:SharpDX.Direct3D10.BufferDescription"/></strong>, <strong><see cref="T:SharpDX.Direct3D10.Texture1DDescription"/></strong>, <strong><see cref="T:SharpDX.Direct3D10.Texture2DDescription"/></strong>, <strong><see cref="T:SharpDX.Direct3D10.Texture3DDescription"/></strong>, and <strong><see cref="T:SharpDX.Direct3D10.ImageLoadInformation"/></strong>. See Creating Buffer Resources (Direct3D 10) for more details.</p><p>Applications can combine one or more of these flags with a bitwise OR. When possible, create resources with no CPU access flags, as this enables better resource optimization.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_CPU_ACCESS_FLAG']/*"/>	
            <msdn-id>bb204908</msdn-id>	
            <unmanaged>D3D10_CPU_ACCESS_FLAG</unmanaged>	
            <unmanaged-short>D3D10_CPU_ACCESS_FLAG</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.CpuAccessFlags.Write">
            <summary>	
            <dd> <p>The resource is to be mappable so that the CPU can change its contents. Resources created with this flag cannot be set as outputs of the pipeline and must be created with either dynamic or staging usage (see <strong><see cref="T:SharpDX.Direct3D10.ResourceUsage"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_CPU_ACCESS_WRITE']/*"/>	
            <msdn-id>bb204908</msdn-id>	
            <unmanaged>D3D10_CPU_ACCESS_WRITE</unmanaged>	
            <unmanaged-short>D3D10_CPU_ACCESS_WRITE</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.CpuAccessFlags.Read">
            <summary>	
            <dd> <p>The resource is to be mappable so that the CPU can read its contents. Resources created with this flag cannot be set as either inputs or outputs to the pipeline and must be created with staging usage (see <strong><see cref="T:SharpDX.Direct3D10.ResourceUsage"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_CPU_ACCESS_READ']/*"/>	
            <msdn-id>bb204908</msdn-id>	
            <unmanaged>D3D10_CPU_ACCESS_READ</unmanaged>	
            <unmanaged-short>D3D10_CPU_ACCESS_READ</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.CpuAccessFlags.None">
            <summary>	
            None.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='']/*"/>	
            <unmanaged>None</unmanaged>	
            <unmanaged-short>None</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.CullMode">
            <summary>	
            <p>Indicates triangles facing a particular direction are not drawn.</p>	
            </summary>	
            <remarks>	
            <p>This enumeration is part of a rasterizer-state object description (see <strong><see cref="T:SharpDX.Direct3D10.RasterizerStateDescription"/></strong>).</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_CULL_MODE']/*"/>	
            <msdn-id>bb204911</msdn-id>	
            <unmanaged>D3D10_CULL_MODE</unmanaged>	
            <unmanaged-short>D3D10_CULL_MODE</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.CullMode.None">
            <summary>	
            <dd> <p>Always draw all triangles.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_CULL_NONE']/*"/>	
            <msdn-id>bb204911</msdn-id>	
            <unmanaged>D3D10_CULL_NONE</unmanaged>	
            <unmanaged-short>D3D10_CULL_NONE</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.CullMode.Front">
            <summary>	
            <dd> <p>Do not draw triangles that are front-facing.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_CULL_FRONT']/*"/>	
            <msdn-id>bb204911</msdn-id>	
            <unmanaged>D3D10_CULL_FRONT</unmanaged>	
            <unmanaged-short>D3D10_CULL_FRONT</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.CullMode.Back">
            <summary>	
            <dd> <p>Do not draw triangles that are back-facing.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_CULL_BACK']/*"/>	
            <msdn-id>bb204911</msdn-id>	
            <unmanaged>D3D10_CULL_BACK</unmanaged>	
            <unmanaged-short>D3D10_CULL_BACK</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.DebugFeatureFlags">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_DEBUG_FEATURE_FLAGS']/*"/>	
            <unmanaged>D3D10_DEBUG_FEATURE_FLAGS</unmanaged>	
            <unmanaged-short>D3D10_DEBUG_FEATURE_FLAGS</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.DebugFeatureFlags.FlushPerRender">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_DEBUG_FEATURE_FLUSH_PER_RENDER_OP']/*"/>	
            <unmanaged>D3D10_DEBUG_FEATURE_FLUSH_PER_RENDER_OP</unmanaged>	
            <unmanaged-short>D3D10_DEBUG_FEATURE_FLUSH_PER_RENDER_OP</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.DebugFeatureFlags.FinishPerRender">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_DEBUG_FEATURE_FINISH_PER_RENDER_OP']/*"/>	
            <unmanaged>D3D10_DEBUG_FEATURE_FINISH_PER_RENDER_OP</unmanaged>	
            <unmanaged-short>D3D10_DEBUG_FEATURE_FINISH_PER_RENDER_OP</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.DebugFeatureFlags.PresentPerRender">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_DEBUG_FEATURE_PRESENT_PER_RENDER_OP']/*"/>	
            <unmanaged>D3D10_DEBUG_FEATURE_PRESENT_PER_RENDER_OP</unmanaged>	
            <unmanaged-short>D3D10_DEBUG_FEATURE_PRESENT_PER_RENDER_OP</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.DepthStencilClearFlags">
            <summary>	
            <p>Specifies the parts of the depth stencil to clear. Usually used with <strong><see cref="M:SharpDX.Direct3D10.Device.ClearDepthStencilView(SharpDX.Direct3D10.DepthStencilView,SharpDX.Direct3D10.DepthStencilClearFlags,System.Single,System.Byte)"/></strong>.</p>	
            </summary>	
            <remarks>	
            <p>These flags can be bitwise ORed together.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_CLEAR_FLAG']/*"/>	
            <msdn-id>bb204900</msdn-id>	
            <unmanaged>D3D10_CLEAR_FLAG</unmanaged>	
            <unmanaged-short>D3D10_CLEAR_FLAG</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.DepthStencilClearFlags.Depth">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_CLEAR_DEPTH']/*"/>	
            <unmanaged>D3D10_CLEAR_DEPTH</unmanaged>	
            <unmanaged-short>D3D10_CLEAR_DEPTH</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.DepthStencilClearFlags.Stencil">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_CLEAR_STENCIL']/*"/>	
            <unmanaged>D3D10_CLEAR_STENCIL</unmanaged>	
            <unmanaged-short>D3D10_CLEAR_STENCIL</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.DepthStencilViewDimension">
            <summary>	
            <p>Specifies how to access a resource used in a depth-stencil view.</p>	
            </summary>	
            <remarks>	
            <p>This enumeration is used in <strong><see cref="T:SharpDX.Direct3D10.DepthStencilViewDescription"/></strong> to create a depth-stencil view.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_DSV_DIMENSION']/*"/>	
            <msdn-id>bb205043</msdn-id>	
            <unmanaged>D3D10_DSV_DIMENSION</unmanaged>	
            <unmanaged-short>D3D10_DSV_DIMENSION</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.DepthStencilViewDimension.Unknown">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_DSV_DIMENSION_UNKNOWN']/*"/>	
            <unmanaged>D3D10_DSV_DIMENSION_UNKNOWN</unmanaged>	
            <unmanaged-short>D3D10_DSV_DIMENSION_UNKNOWN</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.DepthStencilViewDimension.Texture1D">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_DSV_DIMENSION_TEXTURE1D']/*"/>	
            <unmanaged>D3D10_DSV_DIMENSION_TEXTURE1D</unmanaged>	
            <unmanaged-short>D3D10_DSV_DIMENSION_TEXTURE1D</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.DepthStencilViewDimension.Texture1DArray">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_DSV_DIMENSION_TEXTURE1DARRAY']/*"/>	
            <unmanaged>D3D10_DSV_DIMENSION_TEXTURE1DARRAY</unmanaged>	
            <unmanaged-short>D3D10_DSV_DIMENSION_TEXTURE1DARRAY</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.DepthStencilViewDimension.Texture2D">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_DSV_DIMENSION_TEXTURE2D']/*"/>	
            <unmanaged>D3D10_DSV_DIMENSION_TEXTURE2D</unmanaged>	
            <unmanaged-short>D3D10_DSV_DIMENSION_TEXTURE2D</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.DepthStencilViewDimension.Texture2DArray">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_DSV_DIMENSION_TEXTURE2DARRAY']/*"/>	
            <unmanaged>D3D10_DSV_DIMENSION_TEXTURE2DARRAY</unmanaged>	
            <unmanaged-short>D3D10_DSV_DIMENSION_TEXTURE2DARRAY</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.DepthStencilViewDimension.Texture2DMultisampled">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_DSV_DIMENSION_TEXTURE2DMS']/*"/>	
            <unmanaged>D3D10_DSV_DIMENSION_TEXTURE2DMS</unmanaged>	
            <unmanaged-short>D3D10_DSV_DIMENSION_TEXTURE2DMS</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.DepthStencilViewDimension.Texture2DMultisampledArray">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_DSV_DIMENSION_TEXTURE2DMSARRAY']/*"/>	
            <unmanaged>D3D10_DSV_DIMENSION_TEXTURE2DMSARRAY</unmanaged>	
            <unmanaged-short>D3D10_DSV_DIMENSION_TEXTURE2DMSARRAY</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.DepthWriteMask">
            <summary>	
            <p>Identify the portion of a depth-stencil buffer for writing depth data.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_DEPTH_WRITE_MASK']/*"/>	
            <msdn-id>bb205038</msdn-id>	
            <unmanaged>D3D10_DEPTH_WRITE_MASK</unmanaged>	
            <unmanaged-short>D3D10_DEPTH_WRITE_MASK</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.DepthWriteMask.Zero">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_DEPTH_WRITE_MASK_ZERO']/*"/>	
            <unmanaged>D3D10_DEPTH_WRITE_MASK_ZERO</unmanaged>	
            <unmanaged-short>D3D10_DEPTH_WRITE_MASK_ZERO</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.DepthWriteMask.All">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_DEPTH_WRITE_MASK_ALL']/*"/>	
            <unmanaged>D3D10_DEPTH_WRITE_MASK_ALL</unmanaged>	
            <unmanaged-short>D3D10_DEPTH_WRITE_MASK_ALL</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.DeviceCreationFlags">
            <summary>	
            <p>Device creation flags.</p>	
            </summary>	
            <remarks>	
            <p>Device creation flags are used by <strong><see cref="M:SharpDX.Direct3D10.D3D10.CreateDevice(SharpDX.DXGI.Adapter,SharpDX.Direct3D10.DriverType,System.IntPtr,SharpDX.Direct3D10.DeviceCreationFlags,System.Int32,SharpDX.Direct3D10.Device)"/></strong> and <strong><see cref="M:SharpDX.Direct3D10.D3D10.CreateDeviceAndSwapChain(SharpDX.DXGI.Adapter,SharpDX.Direct3D10.DriverType,System.IntPtr,SharpDX.Direct3D10.DeviceCreationFlags,System.Int32,SharpDX.DXGI.SwapChainDescription@,SharpDX.DXGI.SwapChain@,SharpDX.Direct3D10.Device@)"/></strong>.</p><p>An application might dynamically create (and destroy) threads to improve performance especially on a machine with multiple CPU cores.  There may be cases, however, when an application needs to prevent extra threads from being created. This can happen when you want to simplify  debugging, profile code or develop a tool for instance. For these cases, use <see cref="F:SharpDX.Direct3D10.DeviceCreationFlags.PreventInternalThreadingOptimizations"/> to request  that the runtime and video driver not create any additional threads that might interfere with the application.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_CREATE_DEVICE_FLAG']/*"/>	
            <msdn-id>bb204909</msdn-id>	
            <unmanaged>D3D10_CREATE_DEVICE_FLAG</unmanaged>	
            <unmanaged-short>D3D10_CREATE_DEVICE_FLAG</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.DeviceCreationFlags.Singlethreaded">
            <summary>	
            <dd> <p>Use this flag if an application will only be calling D3D10 from a single thread. If this flag is not specified, the default behavior of D3D10  is to enter a lock during each API call to prevent multiple threads altering internal state. By using this flag no locks will be taken which can  slightly increase performance, but could result in undefine behavior if D3D10 is called from multiple threads.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_CREATE_DEVICE_SINGLETHREADED']/*"/>	
            <msdn-id>bb204909</msdn-id>	
            <unmanaged>D3D10_CREATE_DEVICE_SINGLETHREADED</unmanaged>	
            <unmanaged-short>D3D10_CREATE_DEVICE_SINGLETHREADED</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.DeviceCreationFlags.Debug">
            <summary>	
            <dd> <p>Create a device that supports the debug layer.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_CREATE_DEVICE_DEBUG']/*"/>	
            <msdn-id>bb204909</msdn-id>	
            <unmanaged>D3D10_CREATE_DEVICE_DEBUG</unmanaged>	
            <unmanaged-short>D3D10_CREATE_DEVICE_DEBUG</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.DeviceCreationFlags.SwitchToRef">
            <summary>	
            <dd> <p>Create both a software (REF) and hardware (HAL) version of the device simultaneously, which allows an application to switch to a  reference device to enable debugging. See <strong><see cref="T:SharpDX.Direct3D10.SwitchToRef"/> Interface</strong> for more information.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_CREATE_DEVICE_SWITCH_TO_REF']/*"/>	
            <msdn-id>bb204909</msdn-id>	
            <unmanaged>D3D10_CREATE_DEVICE_SWITCH_TO_REF</unmanaged>	
            <unmanaged-short>D3D10_CREATE_DEVICE_SWITCH_TO_REF</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.DeviceCreationFlags.PreventInternalThreadingOptimizations">
            <summary>	
            <dd> <p>Prevents multiple threads from being created. When this flag is used with a WARP device, no additional threads will be created by WARP and all rasterization will occur on the calling thread. This flag is not recommended for general use. See remarks. </p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_CREATE_DEVICE_PREVENT_INTERNAL_THREADING_OPTIMIZATIONS']/*"/>	
            <msdn-id>bb204909</msdn-id>	
            <unmanaged>D3D10_CREATE_DEVICE_PREVENT_INTERNAL_THREADING_OPTIMIZATIONS</unmanaged>	
            <unmanaged-short>D3D10_CREATE_DEVICE_PREVENT_INTERNAL_THREADING_OPTIMIZATIONS</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.DeviceCreationFlags.AllowNullFromMap">
            <summary>	
            <dd> <p>Return a <strong><c>null</c></strong> reference instead of triggering an exception on memory exhaustion during invocations to Map.   Without this flag an exception will be raised on memory exhaustion.  Only valid on Winodws 7.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_CREATE_DEVICE_ALLOW_NULL_FROM_MAP']/*"/>	
            <msdn-id>bb204909</msdn-id>	
            <unmanaged>D3D10_CREATE_DEVICE_ALLOW_NULL_FROM_MAP</unmanaged>	
            <unmanaged-short>D3D10_CREATE_DEVICE_ALLOW_NULL_FROM_MAP</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.DeviceCreationFlags.BgraSupport">
            <summary>	
            <dd> <p>Causes device creation to fail if BGRA support is not available.</p> <p>BGRA support enables the following formats.</p> <ul> <li><see cref="F:SharpDX.DXGI.Format.B8G8R8A8_Typeless"/></li> <li><see cref="F:SharpDX.DXGI.Format.B8G8R8A8_UNorm"/></li> <li><see cref="F:SharpDX.DXGI.Format.B8G8R8A8_UNorm_SRgb"/></li> <li><see cref="F:SharpDX.DXGI.Format.B8G8R8X8_Typeless"/></li> <li><see cref="F:SharpDX.DXGI.Format.B8G8R8X8_UNorm"/></li> <li><see cref="F:SharpDX.DXGI.Format.B8G8R8X8_UNorm_SRgb"/></li> </ul> <p><see cref="F:SharpDX.Direct3D10.DeviceCreationFlags.BgraSupport"/> is only relevant when a device is created with <strong><see cref="M:SharpDX.Direct3D10.D3D10.CreateDevice1(SharpDX.DXGI.Adapter,SharpDX.Direct3D10.DriverType,System.IntPtr,SharpDX.Direct3D10.DeviceCreationFlags,SharpDX.Direct3D10.FeatureLevel,System.Int32,SharpDX.Direct3D10.Device1)"/></strong> or <strong><see cref="M:SharpDX.Direct3D10.D3D10.CreateDeviceAndSwapChain1(SharpDX.DXGI.Adapter,SharpDX.Direct3D10.DriverType,System.IntPtr,SharpDX.Direct3D10.DeviceCreationFlags,SharpDX.Direct3D10.FeatureLevel,System.Int32,SharpDX.DXGI.SwapChainDescription@,SharpDX.DXGI.SwapChain@,SharpDX.Direct3D10.Device1@)"/></strong> using the <strong><see cref="F:SharpDX.Direct3D10.FeatureLevel.Level_10_0"/></strong> or <strong><see cref="F:SharpDX.Direct3D10.FeatureLevel.Level_10_1"/></strong> feature levels, the flag will be ignored when a device is created with other feature levels.</p> <p>Note that BGRA support may be present even if the application didn't specify <see cref="F:SharpDX.Direct3D10.DeviceCreationFlags.BgraSupport"/>.  The flag merely causes device creation to fail if BGRA support isn't available.</p> <p><see cref="F:SharpDX.Direct3D10.DeviceCreationFlags.BgraSupport"/> is only valid on Windows 7, Windows Server 2008 R2, and updated Windows Vista (KB971644) systems.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_CREATE_DEVICE_BGRA_SUPPORT']/*"/>	
            <msdn-id>bb204909</msdn-id>	
            <unmanaged>D3D10_CREATE_DEVICE_BGRA_SUPPORT</unmanaged>	
            <unmanaged-short>D3D10_CREATE_DEVICE_BGRA_SUPPORT</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.DeviceCreationFlags.StrictValidation">
            <summary>	
            <dd> <p>Reserved. This flag is currently not supported. Do not use.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_CREATE_DEVICE_STRICT_VALIDATION']/*"/>	
            <msdn-id>bb204909</msdn-id>	
            <unmanaged>D3D10_CREATE_DEVICE_STRICT_VALIDATION</unmanaged>	
            <unmanaged-short>D3D10_CREATE_DEVICE_STRICT_VALIDATION</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.DeviceCreationFlags.None">
            <summary>	
            None.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='']/*"/>	
            <unmanaged>None</unmanaged>	
            <unmanaged-short>None</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.DriverType">
            <summary>	
            <p>The device-driver type.</p>	
            </summary>	
            <remarks>	
            <p>The device-driver type needs to be specified when the device is created (using <strong><see cref="M:SharpDX.Direct3D10.D3D10.CreateDevice(SharpDX.DXGI.Adapter,SharpDX.Direct3D10.DriverType,System.IntPtr,SharpDX.Direct3D10.DeviceCreationFlags,System.Int32,SharpDX.Direct3D10.Device)"/></strong> or <strong><see cref="M:SharpDX.Direct3D10.D3D10.CreateDeviceAndSwapChain(SharpDX.DXGI.Adapter,SharpDX.Direct3D10.DriverType,System.IntPtr,SharpDX.Direct3D10.DeviceCreationFlags,System.Int32,SharpDX.DXGI.SwapChainDescription@,SharpDX.DXGI.SwapChain@,SharpDX.Direct3D10.Device@)"/></strong>). </p><p>For information about limitations creating nonhardware-type devices on certain feature levels, see Limitations Creating WARP and Reference Devices.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_DRIVER_TYPE']/*"/>	
            <msdn-id>bb205042</msdn-id>	
            <unmanaged>D3D10_DRIVER_TYPE</unmanaged>	
            <unmanaged-short>D3D10_DRIVER_TYPE</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.DriverType.Hardware">
            <summary>	
            <dd> <p>A hardware device; commonly called a HAL device.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_DRIVER_TYPE_HARDWARE']/*"/>	
            <msdn-id>bb205042</msdn-id>	
            <unmanaged>D3D10_DRIVER_TYPE_HARDWARE</unmanaged>	
            <unmanaged-short>D3D10_DRIVER_TYPE_HARDWARE</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.DriverType.Reference">
            <summary>	
            <dd> <p>A reference device; commonly called a REF device.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_DRIVER_TYPE_REFERENCE']/*"/>	
            <msdn-id>bb205042</msdn-id>	
            <unmanaged>D3D10_DRIVER_TYPE_REFERENCE</unmanaged>	
            <unmanaged-short>D3D10_DRIVER_TYPE_REFERENCE</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.DriverType.Null">
            <summary>	
            <dd> <p>A <c>null</c> device; which is a reference device without render capability.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_DRIVER_TYPE_NULL']/*"/>	
            <msdn-id>bb205042</msdn-id>	
            <unmanaged>D3D10_DRIVER_TYPE_NULL</unmanaged>	
            <unmanaged-short>D3D10_DRIVER_TYPE_NULL</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.DriverType.Software">
            <summary>	
            <dd> <p>Reserved for later use.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_DRIVER_TYPE_SOFTWARE']/*"/>	
            <msdn-id>bb205042</msdn-id>	
            <unmanaged>D3D10_DRIVER_TYPE_SOFTWARE</unmanaged>	
            <unmanaged-short>D3D10_DRIVER_TYPE_SOFTWARE</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.DriverType.Warp">
            <summary>	
            <dd> <p>A WARP driver, which is a high-performance software rasterizer. The rasterizer supports feature level 9_1 through level 10.1 with a  high performance software implementation when hardware is not available. For more information about using a WARP driver, see Windows Advanced Rasterization Platform (WARP) In-Depth Guide. Note that WARP is only available with the DirectX 11 Runtime (Windows 7, Windows Server 2008 R2, updated Windows Vista [KB971644]).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_DRIVER_TYPE_WARP']/*"/>	
            <msdn-id>bb205042</msdn-id>	
            <unmanaged>D3D10_DRIVER_TYPE_WARP</unmanaged>	
            <unmanaged-short>D3D10_DRIVER_TYPE_WARP</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.EffectVariableFlags">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_EFFECT_VARIABLE_FLAGS']/*"/>	
            <unmanaged>D3D10_EFFECT_VARIABLE_FLAGS</unmanaged>	
            <unmanaged-short>D3D10_EFFECT_VARIABLE_FLAGS</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.EffectVariableFlags.Pooled">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_EFFECT_VARIABLE_POOLED']/*"/>	
            <unmanaged>D3D10_EFFECT_VARIABLE_POOLED</unmanaged>	
            <unmanaged-short>D3D10_EFFECT_VARIABLE_POOLED</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.EffectVariableFlags.Annotation">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_EFFECT_VARIABLE_ANNOTATION']/*"/>	
            <unmanaged>D3D10_EFFECT_VARIABLE_ANNOTATION</unmanaged>	
            <unmanaged-short>D3D10_EFFECT_VARIABLE_ANNOTATION</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.EffectVariableFlags.ExplicitBindPoint">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_EFFECT_VARIABLE_EXPLICIT_BIND_POINT']/*"/>	
            <unmanaged>D3D10_EFFECT_VARIABLE_EXPLICIT_BIND_POINT</unmanaged>	
            <unmanaged-short>D3D10_EFFECT_VARIABLE_EXPLICIT_BIND_POINT</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.EffectVariableFlags.None">
            <summary>	
            None.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='']/*"/>	
            <unmanaged>None</unmanaged>	
            <unmanaged-short>None</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.FeatureLevel">
            <summary>	
            <p>The version of hardware acceleration requested.</p>	
            </summary>	
            <remarks>	
            <p>Use this enumeration when creating a device with <strong><see cref="M:SharpDX.Direct3D10.D3D10.CreateDevice1(SharpDX.DXGI.Adapter,SharpDX.Direct3D10.DriverType,System.IntPtr,SharpDX.Direct3D10.DeviceCreationFlags,SharpDX.Direct3D10.FeatureLevel,System.Int32,SharpDX.Direct3D10.Device1)"/></strong> or <strong><see cref="M:SharpDX.Direct3D10.D3D10.CreateDeviceAndSwapChain1(SharpDX.DXGI.Adapter,SharpDX.Direct3D10.DriverType,System.IntPtr,SharpDX.Direct3D10.DeviceCreationFlags,SharpDX.Direct3D10.FeatureLevel,System.Int32,SharpDX.DXGI.SwapChainDescription@,SharpDX.DXGI.SwapChain@,SharpDX.Direct3D10.Device1@)"/></strong>.</p><p>Note that 10level9 feature levels 9_1, 9_2, and 9_3 are only available with the Direct3D 11 runtime (Windows?7, Windows Server?2008?R2, updated  Windows?Vista with Service Pack?2 (SP2) [KB 971644], and updated Windows Server?2008 [KB 971512]).</p><p>For information about limitations creating nonhardware-type devices on certain feature levels, see Limitations Creating WARP and Reference Devices.</p><p>For an overview of  the capabilities of each feature level, see Overview For Each Feature Level.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_FEATURE_LEVEL1']/*"/>	
            <msdn-id>bb694529</msdn-id>	
            <unmanaged>D3D10_FEATURE_LEVEL1</unmanaged>	
            <unmanaged-short>D3D10_FEATURE_LEVEL1</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.FeatureLevel.Level_10_0">
            <summary>	
            <dd> <p>The hardware supports Direct3D 10.0 features.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_FEATURE_LEVEL_10_0']/*"/>	
            <msdn-id>bb694529</msdn-id>	
            <unmanaged>D3D10_FEATURE_LEVEL_10_0</unmanaged>	
            <unmanaged-short>D3D10_FEATURE_LEVEL_10_0</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.FeatureLevel.Level_10_1">
            <summary>	
            <dd> <p>The hardware supports Direct3D 10.1 features.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_FEATURE_LEVEL_10_1']/*"/>	
            <msdn-id>bb694529</msdn-id>	
            <unmanaged>D3D10_FEATURE_LEVEL_10_1</unmanaged>	
            <unmanaged-short>D3D10_FEATURE_LEVEL_10_1</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.FeatureLevel.Level_9_1">
            <summary>	
            <dd> <p>The hardware supports 9.1 feature level.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_FEATURE_LEVEL_9_1']/*"/>	
            <msdn-id>bb694529</msdn-id>	
            <unmanaged>D3D10_FEATURE_LEVEL_9_1</unmanaged>	
            <unmanaged-short>D3D10_FEATURE_LEVEL_9_1</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.FeatureLevel.Level_9_2">
            <summary>	
            <dd> <p>The hardware supports 9.2 feature level.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_FEATURE_LEVEL_9_2']/*"/>	
            <msdn-id>bb694529</msdn-id>	
            <unmanaged>D3D10_FEATURE_LEVEL_9_2</unmanaged>	
            <unmanaged-short>D3D10_FEATURE_LEVEL_9_2</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.FeatureLevel.Level_9_3">
            <summary>	
            <dd> <p>The hardware supports 9.3 feature level.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_FEATURE_LEVEL_9_3']/*"/>	
            <msdn-id>bb694529</msdn-id>	
            <unmanaged>D3D10_FEATURE_LEVEL_9_3</unmanaged>	
            <unmanaged-short>D3D10_FEATURE_LEVEL_9_3</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.FillMode">
            <summary>	
            <p>Determines the fill mode to use when rendering triangles.</p>	
            </summary>	
            <remarks>	
            <p>This enumeration is part of a rasterizer-state object description (see <strong><see cref="T:SharpDX.Direct3D10.RasterizerStateDescription"/></strong>).</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_FILL_MODE']/*"/>	
            <msdn-id>bb205059</msdn-id>	
            <unmanaged>D3D10_FILL_MODE</unmanaged>	
            <unmanaged-short>D3D10_FILL_MODE</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.FillMode.Wireframe">
            <summary>	
            <dd> <p>Draw lines connecting the vertices. Adjacent vertices are not drawn.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_FILL_WIREFRAME']/*"/>	
            <msdn-id>bb205059</msdn-id>	
            <unmanaged>D3D10_FILL_WIREFRAME</unmanaged>	
            <unmanaged-short>D3D10_FILL_WIREFRAME</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.FillMode.Solid">
            <summary>	
            <dd> <p>Fill the triangles formed by the vertices. Adjacent vertices are not drawn.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_FILL_SOLID']/*"/>	
            <msdn-id>bb205059</msdn-id>	
            <unmanaged>D3D10_FILL_SOLID</unmanaged>	
            <unmanaged-short>D3D10_FILL_SOLID</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.Filter">
            <summary>	
            <p>Filtering options during texture sampling.</p>	
            </summary>	
            <remarks>	
            <p>During texture sampling, one or more texels are read and combined (this is calling filtering) to produce a single value. Point sampling reads a single texel while linear sampling reads two texels (endpoints) and linearly interpolates a third value between the endpoints.</p><p>HLSL texture-sampling functions also support comparison filtering during texture sampling. Comparison filtering compares each sampled texel against a comparison value. The boolean result is blended the same way that normal texture filtering is blended.</p><p>You can use HLSL intrinsic texture-sampling functions that implement texture filtering only or companion functions that use texture filtering with comparison filtering.</p><table> <tr><th>Texture Sampling Function</th><th>Texture Sampling Function with Comparison Filtering</th></tr> <tr><td> sample </td><td> samplecmp or samplecmplevelzero </td></tr> </table><p>?</p><p>Comparison filters only work with textures that have the following <strong>formats</strong>: R32_FLOAT_X8X24_TYPELESS, R32_FLOAT, R24_UNORM_X8_TYPELESS, R16_UNORM.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_FILTER']/*"/>	
            <msdn-id>bb205060</msdn-id>	
            <unmanaged>D3D10_FILTER</unmanaged>	
            <unmanaged-short>D3D10_FILTER</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Filter.MinMagMipPoint">
            <summary>	
            <dd> <p>Use point sampling for minification, magnification, and mip-level sampling.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_FILTER_MIN_MAG_MIP_POINT']/*"/>	
            <msdn-id>bb205060</msdn-id>	
            <unmanaged>D3D10_FILTER_MIN_MAG_MIP_POINT</unmanaged>	
            <unmanaged-short>D3D10_FILTER_MIN_MAG_MIP_POINT</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Filter.MinMagPointMipLinear">
            <summary>	
            <dd> <p>Use point sampling for minification and magnification; use linear interpolation for mip-level sampling.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_FILTER_MIN_MAG_POINT_MIP_LINEAR']/*"/>	
            <msdn-id>bb205060</msdn-id>	
            <unmanaged>D3D10_FILTER_MIN_MAG_POINT_MIP_LINEAR</unmanaged>	
            <unmanaged-short>D3D10_FILTER_MIN_MAG_POINT_MIP_LINEAR</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Filter.MinPointMagLinearMipPoint">
            <summary>	
            <dd> <p>Use point sampling for minification; use linear interpolation for magnification; use point sampling for mip-level sampling.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT']/*"/>	
            <msdn-id>bb205060</msdn-id>	
            <unmanaged>D3D10_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT</unmanaged>	
            <unmanaged-short>D3D10_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Filter.MinPointMagMipLinear">
            <summary>	
            <dd> <p>Use point sampling for minification; use linear interpolation for magnification and mip-level sampling.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_FILTER_MIN_POINT_MAG_MIP_LINEAR']/*"/>	
            <msdn-id>bb205060</msdn-id>	
            <unmanaged>D3D10_FILTER_MIN_POINT_MAG_MIP_LINEAR</unmanaged>	
            <unmanaged-short>D3D10_FILTER_MIN_POINT_MAG_MIP_LINEAR</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Filter.MinLinearMagMipPoint">
            <summary>	
            <dd> <p>Use linear interpolation for minification; use point sampling for magnification and mip-level sampling.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_FILTER_MIN_LINEAR_MAG_MIP_POINT']/*"/>	
            <msdn-id>bb205060</msdn-id>	
            <unmanaged>D3D10_FILTER_MIN_LINEAR_MAG_MIP_POINT</unmanaged>	
            <unmanaged-short>D3D10_FILTER_MIN_LINEAR_MAG_MIP_POINT</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Filter.MinLinearMagPointMipLinear">
            <summary>	
            <dd> <p>Use linear interpolation for minification; use point sampling for magnification; use linear interpolation for mip-level sampling.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR']/*"/>	
            <msdn-id>bb205060</msdn-id>	
            <unmanaged>D3D10_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR</unmanaged>	
            <unmanaged-short>D3D10_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Filter.MinMagLinearMipPoint">
            <summary>	
            <dd> <p>Use linear interpolation for minification and magnification; use point sampling for mip-level sampling.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_FILTER_MIN_MAG_LINEAR_MIP_POINT']/*"/>	
            <msdn-id>bb205060</msdn-id>	
            <unmanaged>D3D10_FILTER_MIN_MAG_LINEAR_MIP_POINT</unmanaged>	
            <unmanaged-short>D3D10_FILTER_MIN_MAG_LINEAR_MIP_POINT</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Filter.MinMagMipLinear">
            <summary>	
            <dd> <p>Use linear interpolation for minification, magnification, and mip-level sampling.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_FILTER_MIN_MAG_MIP_LINEAR']/*"/>	
            <msdn-id>bb205060</msdn-id>	
            <unmanaged>D3D10_FILTER_MIN_MAG_MIP_LINEAR</unmanaged>	
            <unmanaged-short>D3D10_FILTER_MIN_MAG_MIP_LINEAR</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Filter.Anisotropic">
            <summary>	
            <dd> <p>Use anisotropic interpolation for minification, magnification, and mip-level sampling.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_FILTER_ANISOTROPIC']/*"/>	
            <msdn-id>bb205060</msdn-id>	
            <unmanaged>D3D10_FILTER_ANISOTROPIC</unmanaged>	
            <unmanaged-short>D3D10_FILTER_ANISOTROPIC</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Filter.ComparisonMinMagMipPoint">
            <summary>	
            <dd> <p>Use point sampling for minification, magnification, and mip-level sampling. Compare the result to the comparison value.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_FILTER_COMPARISON_MIN_MAG_MIP_POINT']/*"/>	
            <msdn-id>bb205060</msdn-id>	
            <unmanaged>D3D10_FILTER_COMPARISON_MIN_MAG_MIP_POINT</unmanaged>	
            <unmanaged-short>D3D10_FILTER_COMPARISON_MIN_MAG_MIP_POINT</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Filter.ComparisonMinMagPointMipLinear">
            <summary>	
            <dd> <p>Use point sampling for minification and magnification; use linear interpolation for mip-level sampling. Compare the result to the comparison value.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_FILTER_COMPARISON_MIN_MAG_POINT_MIP_LINEAR']/*"/>	
            <msdn-id>bb205060</msdn-id>	
            <unmanaged>D3D10_FILTER_COMPARISON_MIN_MAG_POINT_MIP_LINEAR</unmanaged>	
            <unmanaged-short>D3D10_FILTER_COMPARISON_MIN_MAG_POINT_MIP_LINEAR</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Filter.ComparisonMinPointMagLinearMipPoint">
            <summary>	
            <dd> <p>Use point sampling for minification; use linear interpolation for magnification; use point sampling for mip-level sampling. Compare the result to the comparison value.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_FILTER_COMPARISON_MIN_POINT_MAG_LINEAR_MIP_POINT']/*"/>	
            <msdn-id>bb205060</msdn-id>	
            <unmanaged>D3D10_FILTER_COMPARISON_MIN_POINT_MAG_LINEAR_MIP_POINT</unmanaged>	
            <unmanaged-short>D3D10_FILTER_COMPARISON_MIN_POINT_MAG_LINEAR_MIP_POINT</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Filter.ComparisonMinPointMagMipLinear">
            <summary>	
            <dd> <p>Use point sampling for minification; use linear interpolation for magnification and mip-level sampling. Compare the result to the comparison value.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_FILTER_COMPARISON_MIN_POINT_MAG_MIP_LINEAR']/*"/>	
            <msdn-id>bb205060</msdn-id>	
            <unmanaged>D3D10_FILTER_COMPARISON_MIN_POINT_MAG_MIP_LINEAR</unmanaged>	
            <unmanaged-short>D3D10_FILTER_COMPARISON_MIN_POINT_MAG_MIP_LINEAR</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Filter.ComparisonMinLinearMagMipPoint">
            <summary>	
            <dd> <p>Use linear interpolation for minification; use point sampling for magnification and mip-level sampling. Compare the result to the comparison value.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_FILTER_COMPARISON_MIN_LINEAR_MAG_MIP_POINT']/*"/>	
            <msdn-id>bb205060</msdn-id>	
            <unmanaged>D3D10_FILTER_COMPARISON_MIN_LINEAR_MAG_MIP_POINT</unmanaged>	
            <unmanaged-short>D3D10_FILTER_COMPARISON_MIN_LINEAR_MAG_MIP_POINT</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Filter.ComparisonMinLinearMagPointMipLinear">
            <summary>	
            <dd> <p>Use linear interpolation for minification; use point sampling for magnification; use linear interpolation for mip-level sampling. Compare the result to the comparison value.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_FILTER_COMPARISON_MIN_LINEAR_MAG_POINT_MIP_LINEAR']/*"/>	
            <msdn-id>bb205060</msdn-id>	
            <unmanaged>D3D10_FILTER_COMPARISON_MIN_LINEAR_MAG_POINT_MIP_LINEAR</unmanaged>	
            <unmanaged-short>D3D10_FILTER_COMPARISON_MIN_LINEAR_MAG_POINT_MIP_LINEAR</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Filter.ComparisonMinMagLinearMipPoint">
            <summary>	
            <dd> <p>Use linear interpolation for minification and magnification; use point sampling for mip-level sampling. Compare the result to the comparison value.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_FILTER_COMPARISON_MIN_MAG_LINEAR_MIP_POINT']/*"/>	
            <msdn-id>bb205060</msdn-id>	
            <unmanaged>D3D10_FILTER_COMPARISON_MIN_MAG_LINEAR_MIP_POINT</unmanaged>	
            <unmanaged-short>D3D10_FILTER_COMPARISON_MIN_MAG_LINEAR_MIP_POINT</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Filter.ComparisonMinMagMipLinear">
            <summary>	
            <dd> <p>Use linear interpolation for minification, magnification, and mip-level sampling. Compare the result to the comparison value.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_FILTER_COMPARISON_MIN_MAG_MIP_LINEAR']/*"/>	
            <msdn-id>bb205060</msdn-id>	
            <unmanaged>D3D10_FILTER_COMPARISON_MIN_MAG_MIP_LINEAR</unmanaged>	
            <unmanaged-short>D3D10_FILTER_COMPARISON_MIN_MAG_MIP_LINEAR</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Filter.ComparisonAnisotropic">
            <summary>	
            <dd> <p>Use anisotropic interpolation for minification, magnification, and mip-level sampling. Compare the result to the comparison value.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_FILTER_COMPARISON_ANISOTROPIC']/*"/>	
            <msdn-id>bb205060</msdn-id>	
            <unmanaged>D3D10_FILTER_COMPARISON_ANISOTROPIC</unmanaged>	
            <unmanaged-short>D3D10_FILTER_COMPARISON_ANISOTROPIC</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Filter.Texture1Bit">
            <summary>	
            <dd> <p>For use in pixel shaders with textures that have the R1_UNORM format.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_FILTER_TEXT_1BIT']/*"/>	
            <msdn-id>bb205060</msdn-id>	
            <unmanaged>D3D10_FILTER_TEXT_1BIT</unmanaged>	
            <unmanaged-short>D3D10_FILTER_TEXT_1BIT</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.FilterFlags">
            <summary>	
            <p>Texture filtering flags.</p>	
            </summary>	
            <remarks>	
            <p>D3DX10 automatically performs gamma correction (to convert color data from RGB space to standard RGB space) when loading texture data. This is automatically done for instance when RGB data is loaded from a .png file into an sRGB texture. Use the SRGB filter flags to indicate if the data does not need to be converted into sRGB space.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_FILTER_FLAG']/*"/>	
            <msdn-id>bb172692</msdn-id>	
            <unmanaged>D3DX10_FILTER_FLAG</unmanaged>	
            <unmanaged-short>D3DX10_FILTER_FLAG</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.FilterFlags.None">
            <summary>	
            <dd> <p>No scaling or filtering will take place. Pixels outside the bounds of the source image are assumed to be transparent black.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_FILTER_NONE']/*"/>	
            <msdn-id>bb172692</msdn-id>	
            <unmanaged>D3DX10_FILTER_NONE</unmanaged>	
            <unmanaged-short>D3DX10_FILTER_NONE</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.FilterFlags.Point">
            <summary>	
            <dd> <p>Each destination pixel is computed by sampling the nearest pixel from the source image.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_FILTER_POINT']/*"/>	
            <msdn-id>bb172692</msdn-id>	
            <unmanaged>D3DX10_FILTER_POINT</unmanaged>	
            <unmanaged-short>D3DX10_FILTER_POINT</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.FilterFlags.Linear">
            <summary>	
            <dd> <p>Each destination pixel is computed by sampling the four nearest pixels from the source image. This filter works best when the scale on both axes is less than two.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_FILTER_LINEAR']/*"/>	
            <msdn-id>bb172692</msdn-id>	
            <unmanaged>D3DX10_FILTER_LINEAR</unmanaged>	
            <unmanaged-short>D3DX10_FILTER_LINEAR</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.FilterFlags.Triangle">
            <summary>	
            <dd> <p>Every pixel in the source image contributes equally to the destination image. This is the slowest of the filters.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_FILTER_TRIANGLE']/*"/>	
            <msdn-id>bb172692</msdn-id>	
            <unmanaged>D3DX10_FILTER_TRIANGLE</unmanaged>	
            <unmanaged-short>D3DX10_FILTER_TRIANGLE</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.FilterFlags.Box">
            <summary>	
            <dd> <p>Each pixel is computed by averaging a 2x2(x2) box of pixels from the source image. This filter works only when the dimensions of the destination are half those of the source, as is the case with mipmaps.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_FILTER_BOX']/*"/>	
            <msdn-id>bb172692</msdn-id>	
            <unmanaged>D3DX10_FILTER_BOX</unmanaged>	
            <unmanaged-short>D3DX10_FILTER_BOX</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.FilterFlags.MirrorU">
            <summary>	
            <dd> <p>Pixels off the edge of the texture on the u-axis should be mirrored, not wrapped.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_FILTER_MIRROR_U']/*"/>	
            <msdn-id>bb172692</msdn-id>	
            <unmanaged>D3DX10_FILTER_MIRROR_U</unmanaged>	
            <unmanaged-short>D3DX10_FILTER_MIRROR_U</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.FilterFlags.MirrorV">
            <summary>	
            <dd> <p>Pixels off the edge of the texture on the v-axis should be mirrored, not wrapped.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_FILTER_MIRROR_V']/*"/>	
            <msdn-id>bb172692</msdn-id>	
            <unmanaged>D3DX10_FILTER_MIRROR_V</unmanaged>	
            <unmanaged-short>D3DX10_FILTER_MIRROR_V</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.FilterFlags.MirrorW">
            <summary>	
            <dd> <p>Pixels off the edge of the texture on the w-axis should be mirrored, not wrapped.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_FILTER_MIRROR_W']/*"/>	
            <msdn-id>bb172692</msdn-id>	
            <unmanaged>D3DX10_FILTER_MIRROR_W</unmanaged>	
            <unmanaged-short>D3DX10_FILTER_MIRROR_W</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.FilterFlags.Mirror">
            <summary>	
            <dd> <p>Specifying this flag is the same as specifying the <see cref="!:SharpDX.Direct3D9.Filter.MirrorU"/>, <see cref="!:SharpDX.Direct3D9.Filter.MirrorV"/>, and <see cref="!:SharpDX.Direct3D9.Filter.MirrorW"/> flags.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_FILTER_MIRROR']/*"/>	
            <msdn-id>bb172692</msdn-id>	
            <unmanaged>D3DX10_FILTER_MIRROR</unmanaged>	
            <unmanaged-short>D3DX10_FILTER_MIRROR</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.FilterFlags.Dither">
            <summary>	
            <dd> <p>The resulting image must be dithered using a 4x4 ordered dither algorithm. This happens when converting from one format to another.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_FILTER_DITHER']/*"/>	
            <msdn-id>bb172692</msdn-id>	
            <unmanaged>D3DX10_FILTER_DITHER</unmanaged>	
            <unmanaged-short>D3DX10_FILTER_DITHER</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.FilterFlags.DitherDiffusion">
            <summary>	
            <dd> <p>Do diffuse dithering on the image when changing from one format to another.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_FILTER_DITHER_DIFFUSION']/*"/>	
            <msdn-id>bb172692</msdn-id>	
            <unmanaged>D3DX10_FILTER_DITHER_DIFFUSION</unmanaged>	
            <unmanaged-short>D3DX10_FILTER_DITHER_DIFFUSION</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.FilterFlags.SRgbIn">
            <summary>	
            <dd> <p>Input data is in standard RGB (sRGB) color space. See remarks.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_FILTER_SRGB_IN']/*"/>	
            <msdn-id>bb172692</msdn-id>	
            <unmanaged>D3DX10_FILTER_SRGB_IN</unmanaged>	
            <unmanaged-short>D3DX10_FILTER_SRGB_IN</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.FilterFlags.SRgbOut">
            <summary>	
            <dd> <p>Output data is in standard RGB (sRGB) color space. See remarks.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_FILTER_SRGB_OUT']/*"/>	
            <msdn-id>bb172692</msdn-id>	
            <unmanaged>D3DX10_FILTER_SRGB_OUT</unmanaged>	
            <unmanaged-short>D3DX10_FILTER_SRGB_OUT</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.FilterFlags.SRgb">
            <summary>	
            <dd> <p>Same as specifying <see cref="!:SharpDX.Direct3D9.Filter.SrgbIn"/> | <see cref="!:SharpDX.Direct3D9.Filter.SrgbOut"/>. See remarks.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_FILTER_SRGB']/*"/>	
            <msdn-id>bb172692</msdn-id>	
            <unmanaged>D3DX10_FILTER_SRGB</unmanaged>	
            <unmanaged-short>D3DX10_FILTER_SRGB</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.FilterType">
            <summary>	
            <p>Types of magnification or minification sampler filters.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_FILTER_TYPE']/*"/>	
            <msdn-id>bb205061</msdn-id>	
            <unmanaged>D3D10_FILTER_TYPE</unmanaged>	
            <unmanaged-short>D3D10_FILTER_TYPE</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.FilterType.Point">
            <summary>	
            <dd> <p>Point filtering used as a texture magnification or minification filter. The texel with coordinates nearest to the desired pixel value is used. The texture filter to be used between mipmap levels is nearest-point mipmap filtering. The rasterizer uses the color from the texel of the nearest mipmap texture. </p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_FILTER_TYPE_POINT']/*"/>	
            <msdn-id>bb205061</msdn-id>	
            <unmanaged>D3D10_FILTER_TYPE_POINT</unmanaged>	
            <unmanaged-short>D3D10_FILTER_TYPE_POINT</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.FilterType.Linear">
            <summary>	
            <dd> <p>Bilinear interpolation filtering used as a texture magnification or minification filter. A weighted average of a 2 x 2 area of texels surrounding the desired pixel is used. The texture filter to use between mipmap levels is trilinear mipmap interpolation. The rasterizer linearly interpolates pixel color, using the texels of the two nearest mipmap textures. </p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_FILTER_TYPE_LINEAR']/*"/>	
            <msdn-id>bb205061</msdn-id>	
            <unmanaged>D3D10_FILTER_TYPE_LINEAR</unmanaged>	
            <unmanaged-short>D3D10_FILTER_TYPE_LINEAR</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.FormatSupport">
            <summary>	
            <p>Which resources are supported for a given format and given device (see <strong><see cref="M:SharpDX.Direct3D10.Device.CheckFormatSupport(SharpDX.DXGI.Format)"/></strong>).</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_FORMAT_SUPPORT']/*"/>	
            <msdn-id>bb205063</msdn-id>	
            <unmanaged>D3D10_FORMAT_SUPPORT</unmanaged>	
            <unmanaged-short>D3D10_FORMAT_SUPPORT</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.FormatSupport.Buffer">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_FORMAT_SUPPORT_BUFFER']/*"/>	
            <unmanaged>D3D10_FORMAT_SUPPORT_BUFFER</unmanaged>	
            <unmanaged-short>D3D10_FORMAT_SUPPORT_BUFFER</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.FormatSupport.InputAssemblyVertexBuffer">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_FORMAT_SUPPORT_IA_VERTEX_BUFFER']/*"/>	
            <unmanaged>D3D10_FORMAT_SUPPORT_IA_VERTEX_BUFFER</unmanaged>	
            <unmanaged-short>D3D10_FORMAT_SUPPORT_IA_VERTEX_BUFFER</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.FormatSupport.InputAssemblyIndexBuffer">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_FORMAT_SUPPORT_IA_INDEX_BUFFER']/*"/>	
            <unmanaged>D3D10_FORMAT_SUPPORT_IA_INDEX_BUFFER</unmanaged>	
            <unmanaged-short>D3D10_FORMAT_SUPPORT_IA_INDEX_BUFFER</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.FormatSupport.StreamOutputBuffer">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_FORMAT_SUPPORT_SO_BUFFER']/*"/>	
            <unmanaged>D3D10_FORMAT_SUPPORT_SO_BUFFER</unmanaged>	
            <unmanaged-short>D3D10_FORMAT_SUPPORT_SO_BUFFER</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.FormatSupport.Texture1D">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_FORMAT_SUPPORT_TEXTURE1D']/*"/>	
            <unmanaged>D3D10_FORMAT_SUPPORT_TEXTURE1D</unmanaged>	
            <unmanaged-short>D3D10_FORMAT_SUPPORT_TEXTURE1D</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.FormatSupport.Texture2D">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_FORMAT_SUPPORT_TEXTURE2D']/*"/>	
            <unmanaged>D3D10_FORMAT_SUPPORT_TEXTURE2D</unmanaged>	
            <unmanaged-short>D3D10_FORMAT_SUPPORT_TEXTURE2D</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.FormatSupport.Texture3D">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_FORMAT_SUPPORT_TEXTURE3D']/*"/>	
            <unmanaged>D3D10_FORMAT_SUPPORT_TEXTURE3D</unmanaged>	
            <unmanaged-short>D3D10_FORMAT_SUPPORT_TEXTURE3D</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.FormatSupport.TextureCube">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_FORMAT_SUPPORT_TEXTURECUBE']/*"/>	
            <unmanaged>D3D10_FORMAT_SUPPORT_TEXTURECUBE</unmanaged>	
            <unmanaged-short>D3D10_FORMAT_SUPPORT_TEXTURECUBE</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.FormatSupport.ShaderLoad">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_FORMAT_SUPPORT_SHADER_LOAD']/*"/>	
            <unmanaged>D3D10_FORMAT_SUPPORT_SHADER_LOAD</unmanaged>	
            <unmanaged-short>D3D10_FORMAT_SUPPORT_SHADER_LOAD</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.FormatSupport.ShaderSample">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_FORMAT_SUPPORT_SHADER_SAMPLE']/*"/>	
            <unmanaged>D3D10_FORMAT_SUPPORT_SHADER_SAMPLE</unmanaged>	
            <unmanaged-short>D3D10_FORMAT_SUPPORT_SHADER_SAMPLE</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.FormatSupport.ShaderSampleComparison">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_FORMAT_SUPPORT_SHADER_SAMPLE_COMPARISON']/*"/>	
            <unmanaged>D3D10_FORMAT_SUPPORT_SHADER_SAMPLE_COMPARISON</unmanaged>	
            <unmanaged-short>D3D10_FORMAT_SUPPORT_SHADER_SAMPLE_COMPARISON</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.FormatSupport.ShaderSampleMonoText">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_FORMAT_SUPPORT_SHADER_SAMPLE_MONO_TEXT']/*"/>	
            <unmanaged>D3D10_FORMAT_SUPPORT_SHADER_SAMPLE_MONO_TEXT</unmanaged>	
            <unmanaged-short>D3D10_FORMAT_SUPPORT_SHADER_SAMPLE_MONO_TEXT</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.FormatSupport.Mip">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_FORMAT_SUPPORT_MIP']/*"/>	
            <unmanaged>D3D10_FORMAT_SUPPORT_MIP</unmanaged>	
            <unmanaged-short>D3D10_FORMAT_SUPPORT_MIP</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.FormatSupport.MipAutogen">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_FORMAT_SUPPORT_MIP_AUTOGEN']/*"/>	
            <unmanaged>D3D10_FORMAT_SUPPORT_MIP_AUTOGEN</unmanaged>	
            <unmanaged-short>D3D10_FORMAT_SUPPORT_MIP_AUTOGEN</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.FormatSupport.RenderTarget">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_FORMAT_SUPPORT_RENDER_TARGET']/*"/>	
            <unmanaged>D3D10_FORMAT_SUPPORT_RENDER_TARGET</unmanaged>	
            <unmanaged-short>D3D10_FORMAT_SUPPORT_RENDER_TARGET</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.FormatSupport.Blendable">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_FORMAT_SUPPORT_BLENDABLE']/*"/>	
            <unmanaged>D3D10_FORMAT_SUPPORT_BLENDABLE</unmanaged>	
            <unmanaged-short>D3D10_FORMAT_SUPPORT_BLENDABLE</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.FormatSupport.DepthStencil">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_FORMAT_SUPPORT_DEPTH_STENCIL']/*"/>	
            <unmanaged>D3D10_FORMAT_SUPPORT_DEPTH_STENCIL</unmanaged>	
            <unmanaged-short>D3D10_FORMAT_SUPPORT_DEPTH_STENCIL</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.FormatSupport.CpuLockable">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_FORMAT_SUPPORT_CPU_LOCKABLE']/*"/>	
            <unmanaged>D3D10_FORMAT_SUPPORT_CPU_LOCKABLE</unmanaged>	
            <unmanaged-short>D3D10_FORMAT_SUPPORT_CPU_LOCKABLE</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.FormatSupport.MultisampleResolve">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_FORMAT_SUPPORT_MULTISAMPLE_RESOLVE']/*"/>	
            <unmanaged>D3D10_FORMAT_SUPPORT_MULTISAMPLE_RESOLVE</unmanaged>	
            <unmanaged-short>D3D10_FORMAT_SUPPORT_MULTISAMPLE_RESOLVE</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.FormatSupport.Display">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_FORMAT_SUPPORT_DISPLAY']/*"/>	
            <unmanaged>D3D10_FORMAT_SUPPORT_DISPLAY</unmanaged>	
            <unmanaged-short>D3D10_FORMAT_SUPPORT_DISPLAY</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.FormatSupport.CastWithinBitLayout">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_FORMAT_SUPPORT_CAST_WITHIN_BIT_LAYOUT']/*"/>	
            <unmanaged>D3D10_FORMAT_SUPPORT_CAST_WITHIN_BIT_LAYOUT</unmanaged>	
            <unmanaged-short>D3D10_FORMAT_SUPPORT_CAST_WITHIN_BIT_LAYOUT</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.FormatSupport.MultisampleRendertarget">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET']/*"/>	
            <unmanaged>D3D10_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET</unmanaged>	
            <unmanaged-short>D3D10_FORMAT_SUPPORT_MULTISAMPLE_RENDERTARGET</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.FormatSupport.MultisampleLoad">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_FORMAT_SUPPORT_MULTISAMPLE_LOAD']/*"/>	
            <unmanaged>D3D10_FORMAT_SUPPORT_MULTISAMPLE_LOAD</unmanaged>	
            <unmanaged-short>D3D10_FORMAT_SUPPORT_MULTISAMPLE_LOAD</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.FormatSupport.ShaderGather">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_FORMAT_SUPPORT_SHADER_GATHER']/*"/>	
            <unmanaged>D3D10_FORMAT_SUPPORT_SHADER_GATHER</unmanaged>	
            <unmanaged-short>D3D10_FORMAT_SUPPORT_SHADER_GATHER</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.FormatSupport.BackBufferCast">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_FORMAT_SUPPORT_BACK_BUFFER_CAST']/*"/>	
            <unmanaged>D3D10_FORMAT_SUPPORT_BACK_BUFFER_CAST</unmanaged>	
            <unmanaged-short>D3D10_FORMAT_SUPPORT_BACK_BUFFER_CAST</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.FormatSupport.None">
            <summary>	
            None.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='']/*"/>	
            <unmanaged>None</unmanaged>	
            <unmanaged-short>None</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.ImageFileFormat">
            <summary>	
            <p>Image file formats supported by D3DXCreatexxx and D3DX10Savexxx functions.</p>	
            </summary>	
            <remarks>	
            <p>See Types of Bitmaps (GDI+) for more information on some of these formats.</p><p>D3DX10 makes use of the Windows Imaging Component to implement the majority of the supported bitmap file types. See Windows Imaging Component Overview for additional information.	
            </p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_IMAGE_FILE_FORMAT']/*"/>	
            <msdn-id>bb172694</msdn-id>	
            <unmanaged>D3DX10_IMAGE_FILE_FORMAT</unmanaged>	
            <unmanaged-short>D3DX10_IMAGE_FILE_FORMAT</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ImageFileFormat.Bmp">
            <summary>	
            <dd> <p>Windows bitmap (BMP) file format. Contains a header that describes the resolution of the device on which the rectangle of pixels was created, the dimensions of the rectangle, the size of the array of bits, a logical palette, and an array of bits that defines the relationship between pixels in the bitmapped image and entries in the logical palette. The file extension for this format is .bmp.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_IFF_BMP']/*"/>	
            <msdn-id>bb172694</msdn-id>	
            <unmanaged>D3DX10_IFF_BMP</unmanaged>	
            <unmanaged-short>D3DX10_IFF_BMP</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ImageFileFormat.Jpg">
            <summary>	
            <dd> <p>Joint Photographic Experts Group (JPEG) compressed file format. Specifies variable compression of 24-bit RGB color and 8-bit gray-scale Tagged Image File Format (TIFF) image document files. The file extension for this format is .jpg.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_IFF_JPG']/*"/>	
            <msdn-id>bb172694</msdn-id>	
            <unmanaged>D3DX10_IFF_JPG</unmanaged>	
            <unmanaged-short>D3DX10_IFF_JPG</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ImageFileFormat.Png">
            <summary>	
            <dd> <p>Portable Network Graphics (PNG) file format. A non-proprietary bitmap format using lossless compression. The file extension for this format is .png.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_IFF_PNG']/*"/>	
            <msdn-id>bb172694</msdn-id>	
            <unmanaged>D3DX10_IFF_PNG</unmanaged>	
            <unmanaged-short>D3DX10_IFF_PNG</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ImageFileFormat.Dds">
            <summary>	
            <dd> <p>DirectDraw surface (DDS) file format. Stores textures, volume textures, and cubic environment maps, with or without mipmap levels, and with or without pixel compression. The file extension for this format is .dds.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_IFF_DDS']/*"/>	
            <msdn-id>bb172694</msdn-id>	
            <unmanaged>D3DX10_IFF_DDS</unmanaged>	
            <unmanaged-short>D3DX10_IFF_DDS</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ImageFileFormat.Tiff">
            <summary>	
            <dd> <p>Tagged Image File Format (TIFF). The file extensions for this format are .tif and .tiff.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_IFF_TIFF']/*"/>	
            <msdn-id>bb172694</msdn-id>	
            <unmanaged>D3DX10_IFF_TIFF</unmanaged>	
            <unmanaged-short>D3DX10_IFF_TIFF</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ImageFileFormat.Gif">
            <summary>	
            <dd> <p>Graphics Interchange Format (GIF).The file extension for this format is .gif.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_IFF_GIF']/*"/>	
            <msdn-id>bb172694</msdn-id>	
            <unmanaged>D3DX10_IFF_GIF</unmanaged>	
            <unmanaged-short>D3DX10_IFF_GIF</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ImageFileFormat.Wmp">
            <summary>	
            <dd> <p>Windows Media Photo format (WMP). This format is also known as HD Photo and JPEG XR. The file extensions for this format are .hdp, .jxr, and .wdp.</p> <p>To work properly, <strong><see cref="F:SharpDX.Direct3D10.ImageFileFormat.Wmp"/></strong> requires that you initialize COM. Therefore, call <strong>CoInitialize</strong> or <strong>CoInitializeEx</strong> in your application before you call D3DX.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_IFF_WMP']/*"/>	
            <msdn-id>bb172694</msdn-id>	
            <unmanaged>D3DX10_IFF_WMP</unmanaged>	
            <unmanaged-short>D3DX10_IFF_WMP</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.InputClassification">
            <summary>	
            <p>Type of data contained in an input slot.</p>	
            </summary>	
            <remarks>	
            <p>Use these values to specify the type of data for a particular input element (see <strong><see cref="T:SharpDX.Direct3D10.InputElement"/></strong>) of an input-layout object.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_INPUT_CLASSIFICATION']/*"/>	
            <msdn-id>bb205315</msdn-id>	
            <unmanaged>D3D10_INPUT_CLASSIFICATION</unmanaged>	
            <unmanaged-short>D3D10_INPUT_CLASSIFICATION</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.InputClassification.PerVertexData">
            <summary>	
            <dd> <p>Input data is per-vertex data.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_INPUT_PER_VERTEX_DATA']/*"/>	
            <msdn-id>bb205315</msdn-id>	
            <unmanaged>D3D10_INPUT_PER_VERTEX_DATA</unmanaged>	
            <unmanaged-short>D3D10_INPUT_PER_VERTEX_DATA</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.InputClassification.PerInstanceData">
            <summary>	
            <dd> <p>Input data is per-instance data.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_INPUT_PER_INSTANCE_DATA']/*"/>	
            <msdn-id>bb205315</msdn-id>	
            <unmanaged>D3D10_INPUT_PER_INSTANCE_DATA</unmanaged>	
            <unmanaged-short>D3D10_INPUT_PER_INSTANCE_DATA</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.MapFlags">
            <summary>	
            <p>Specifies how the CPU should respond when Map is called on a resource being used by the GPU.</p>	
            </summary>	
            <remarks>	
            <p>This enumeration is used by <strong><see cref="M:SharpDX.Direct3D10.Buffer.Map(SharpDX.Direct3D10.MapMode)"/></strong>, <strong><see cref="M:SharpDX.Direct3D10.Texture1D.Map(System.Int32,SharpDX.Direct3D10.MapMode,SharpDX.Direct3D10.MapFlags,System.IntPtr@)"/></strong>, <strong><see cref="M:SharpDX.Direct3D10.Texture2D.Map(System.Int32,SharpDX.Direct3D10.MapMode,SharpDX.Direct3D10.MapFlags,SharpDX.DataRectangle@)"/></strong>, and <strong><see cref="M:SharpDX.Direct3D10.Texture3D.Map(System.Int32,SharpDX.Direct3D10.MapMode,SharpDX.Direct3D10.MapFlags,SharpDX.DataBox@)"/></strong>.</p><p><see cref="F:SharpDX.Direct3D10.MapFlags.DoNotWait"/> cannot be used with <strong><see cref="F:SharpDX.Direct3D10.MapMode.WriteDiscard"/></strong> or <strong>D3D10_MAP_WRITE_NOOVERWRITE</strong>.</p><p>For more information about potential conflicts between the GPU and CPU during resource mapping, see Copying and Accessing Resource Data (Direct3D 10).</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_MAP_FLAG']/*"/>	
            <msdn-id>bb205321</msdn-id>	
            <unmanaged>D3D10_MAP_FLAG</unmanaged>	
            <unmanaged-short>D3D10_MAP_FLAG</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MapFlags.DoNotWait">
            <summary>	
            <dd> <p>Specifies that Map should return <strong><see cref="F:SharpDX.DXGI.ResultCode.WasStillDrawing"/></strong> when the GPU blocks the CPU from accessing a resource.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_MAP_FLAG_DO_NOT_WAIT']/*"/>	
            <msdn-id>bb205321</msdn-id>	
            <unmanaged>D3D10_MAP_FLAG_DO_NOT_WAIT</unmanaged>	
            <unmanaged-short>D3D10_MAP_FLAG_DO_NOT_WAIT</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MapFlags.None">
            <summary>	
            None.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='']/*"/>	
            <unmanaged>None</unmanaged>	
            <unmanaged-short>None</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.MapMode">
            <summary>	
            <p>Identifies a resource to be accessed for reading and writing by the CPU. Applications may combine one or more of these flags.</p>	
            </summary>	
            <remarks>	
            <p>This enumeration is used in <strong><see cref="M:SharpDX.Direct3D10.Buffer.Map(SharpDX.Direct3D10.MapMode)"/></strong>, <strong><see cref="M:SharpDX.Direct3D10.Texture1D.Map(System.Int32,SharpDX.Direct3D10.MapMode,SharpDX.Direct3D10.MapFlags,System.IntPtr@)"/></strong>, <strong><see cref="M:SharpDX.Direct3D10.Texture2D.Map(System.Int32,SharpDX.Direct3D10.MapMode,SharpDX.Direct3D10.MapFlags,SharpDX.DataRectangle@)"/></strong>, and <strong><see cref="M:SharpDX.Direct3D10.Texture3D.Map(System.Int32,SharpDX.Direct3D10.MapMode,SharpDX.Direct3D10.MapFlags,SharpDX.DataBox@)"/></strong>.</p><p>These remarks are divided into the following topics:</p><p> </p><ul> <li>Meaning</li> <li>Common</li> </ul>Meaning of <see cref="F:SharpDX.Direct3D10.MapMode.WriteNoOverwrite"/><p><see cref="F:SharpDX.Direct3D10.MapMode.WriteNoOverwrite"/> signifies that the application promises not to write to data that the Input Assembler (IA) stage is using. In exchange, the GPU allows the application to write to other parts of the same buffer.  The application must ensure that it does not write over any data in use by the IA stage.</p><p>For example, consider the buffer illustrated in the following diagram. If a Draw call has been issued that uses vertices 4-6, an application that calls Map on this buffer must ensure that it does not write to the vertices that the Draw call will access during rendering.</p><p>However, ensuring this can be difficult, because the GPU is often many frames behind the CPU in terms of which frame it is currently processing. Keeping track of which sections of a resource are being used because of calls made 2 to 5 frames ago is difficult and error-prone. Because of this, it is recommended that applications only write to the uninitialized portions of a resource when using <see cref="F:SharpDX.Direct3D10.MapMode.WriteNoOverwrite"/>.</p>Common Usage of <see cref="F:SharpDX.Direct3D10.MapMode.WriteDiscard"/> with <see cref="F:SharpDX.Direct3D10.MapMode.WriteNoOverwrite"/><p><see cref="F:SharpDX.Direct3D10.MapMode.WriteDiscard"/> and <see cref="F:SharpDX.Direct3D10.MapMode.WriteNoOverwrite"/> are normally used in conjunction with dynamic index/vertex buffers, although they can also be used with dynamic textures.</p><p>A common use of these two flags involves filling dynamic index/vertex buffers with geometry that can be seen from the camera's current position. The first time that data is entered into the buffer on a given frame, Map is called with <see cref="F:SharpDX.Direct3D10.MapMode.WriteDiscard"/>; doing so invalidates the previous contents of the buffer. The buffer is then filled with all available data.</p><p>Subsequent writes to the buffer within the same frame should use <see cref="F:SharpDX.Direct3D10.MapMode.WriteNoOverwrite"/>. This will enable the CPU to access a resource that is potentially being used by the GPU as long as the restrictions described previously are respected.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_MAP']/*"/>	
            <msdn-id>bb205318</msdn-id>	
            <unmanaged>D3D10_MAP</unmanaged>	
            <unmanaged-short>D3D10_MAP</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MapMode.Read">
            <summary>	
            <dd> <p>Resource is mapped for reading. The resource must have been created with read access (see <strong><see cref="F:SharpDX.Direct3D10.CpuAccessFlags.Read"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_MAP_READ']/*"/>	
            <msdn-id>bb205318</msdn-id>	
            <unmanaged>D3D10_MAP_READ</unmanaged>	
            <unmanaged-short>D3D10_MAP_READ</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MapMode.Write">
            <summary>	
            <dd> <p>Resource is mapped for writing. The resource must have been created with write access (see <strong><see cref="F:SharpDX.Direct3D10.CpuAccessFlags.Write"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_MAP_WRITE']/*"/>	
            <msdn-id>bb205318</msdn-id>	
            <unmanaged>D3D10_MAP_WRITE</unmanaged>	
            <unmanaged-short>D3D10_MAP_WRITE</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MapMode.ReadWrite">
            <summary>	
            <dd> <p>Resource is mapped for reading and writing. The resource must have been created with read and write access (see <strong><see cref="F:SharpDX.Direct3D10.CpuAccessFlags.Read"/> and <see cref="F:SharpDX.Direct3D10.CpuAccessFlags.Write"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_MAP_READ_WRITE']/*"/>	
            <msdn-id>bb205318</msdn-id>	
            <unmanaged>D3D10_MAP_READ_WRITE</unmanaged>	
            <unmanaged-short>D3D10_MAP_READ_WRITE</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MapMode.WriteDiscard">
            <summary>	
            <dd> <p>Resource is mapped for writing; the previous contents of the resource will be undefined. The resource must have been created with write access (see <strong><see cref="F:SharpDX.Direct3D10.CpuAccessFlags.Write"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_MAP_WRITE_DISCARD']/*"/>	
            <msdn-id>bb205318</msdn-id>	
            <unmanaged>D3D10_MAP_WRITE_DISCARD</unmanaged>	
            <unmanaged-short>D3D10_MAP_WRITE_DISCARD</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MapMode.WriteNoOverwrite">
            <summary>	
            <dd> <p>Resource is mapped for writing; the existing contents of the resource cannot be overwritten (see Remarks). This flag is only valid on vertex and index buffers. The resource must have been created with write access (see <strong><see cref="F:SharpDX.Direct3D10.CpuAccessFlags.Write"/></strong>). Cannot be used on a resource created with the <strong><see cref="F:SharpDX.Direct3D10.BindFlags.ConstantBuffer"/></strong> flag.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_MAP_WRITE_NO_OVERWRITE']/*"/>	
            <msdn-id>bb205318</msdn-id>	
            <unmanaged>D3D10_MAP_WRITE_NO_OVERWRITE</unmanaged>	
            <unmanaged-short>D3D10_MAP_WRITE_NO_OVERWRITE</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.MeshDiscardFlags">
            <summary>	
            <p>Specifies which pieces of mesh data to discard from the device. Used with <strong><see cref="M:SharpDX.Direct3D10.Mesh.Discard(SharpDX.Direct3D10.MeshDiscardFlags)"/></strong>.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_MESH_DISCARD_FLAGS']/*"/>	
            <msdn-id>bb172700</msdn-id>	
            <unmanaged>D3DX10_MESH_DISCARD_FLAGS</unmanaged>	
            <unmanaged-short>D3DX10_MESH_DISCARD_FLAGS</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MeshDiscardFlags.AttributeBuffer">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_MESH_DISCARD_ATTRIBUTE_BUFFER']/*"/>	
            <unmanaged>D3DX10_MESH_DISCARD_ATTRIBUTE_BUFFER</unmanaged>	
            <unmanaged-short>D3DX10_MESH_DISCARD_ATTRIBUTE_BUFFER</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MeshDiscardFlags.AttributeTable">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_MESH_DISCARD_ATTRIBUTE_TABLE']/*"/>	
            <unmanaged>D3DX10_MESH_DISCARD_ATTRIBUTE_TABLE</unmanaged>	
            <unmanaged-short>D3DX10_MESH_DISCARD_ATTRIBUTE_TABLE</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MeshDiscardFlags.PointRepresentation">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_MESH_DISCARD_POINTREPS']/*"/>	
            <unmanaged>D3DX10_MESH_DISCARD_POINTREPS</unmanaged>	
            <unmanaged-short>D3DX10_MESH_DISCARD_POINTREPS</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MeshDiscardFlags.Adjacency">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_MESH_DISCARD_ADJACENCY']/*"/>	
            <unmanaged>D3DX10_MESH_DISCARD_ADJACENCY</unmanaged>	
            <unmanaged-short>D3DX10_MESH_DISCARD_ADJACENCY</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MeshDiscardFlags.DeviceBuffers">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_MESH_DISCARD_DEVICE_BUFFERS']/*"/>	
            <unmanaged>D3DX10_MESH_DISCARD_DEVICE_BUFFERS</unmanaged>	
            <unmanaged-short>D3DX10_MESH_DISCARD_DEVICE_BUFFERS</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.MeshFlags">
            <summary>	
            <p>Flags used to specify creation options for a mesh.</p>	
            </summary>	
            <remarks>	
            <p>A 32-bit mesh (<see cref="!:SharpDX.Direct3D9.MeshFlags.Use32Bit"/>) can theoretically support (232)-1 faces and vertices. However, allocating memory for a mesh that large on a 32-bit operating system is not practical.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='_D3DX10_MESH']/*"/>	
            <msdn-id>bb172698</msdn-id>	
            <unmanaged>_D3DX10_MESH</unmanaged>	
            <unmanaged-short>_D3DX10_MESH</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MeshFlags.Has32BitIndices">
            <summary>	
            <dd> <p>The mesh has 32-bit indices instead of 16-bit indices. See Remarks.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_MESH_32_BIT']/*"/>	
            <msdn-id>bb172698</msdn-id>	
            <unmanaged>D3DX10_MESH_32_BIT</unmanaged>	
            <unmanaged-short>D3DX10_MESH_32_BIT</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MeshFlags.HasAdjacency">
            <summary>	
            <dd> <p>Signals that the mesh contains geometry shader adjacency data.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_MESH_GS_ADJACENCY']/*"/>	
            <msdn-id>bb172698</msdn-id>	
            <unmanaged>D3DX10_MESH_GS_ADJACENCY</unmanaged>	
            <unmanaged-short>D3DX10_MESH_GS_ADJACENCY</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MeshFlags.None">
            <summary>	
            None.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='']/*"/>	
            <unmanaged>None</unmanaged>	
            <unmanaged-short>None</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.MeshOptimizeFlags">
            <summary>	
            <p>Specifies the type of mesh optimization to be performed.</p>	
            </summary>	
            <remarks>	
            <p>The <see cref="!:SharpDX.Direct3D9.MeshOptimizeFlags.StripReorder"/> and <see cref="!:SharpDX.Direct3D9.MeshOptimizeFlags.VertexCache"/> optimization flags are mutually exclusive.</p><p>The D3DXMESHOPT_SHAREVB flag has been removed from this enumeration. Use <see cref="!:SharpDX.Direct3D9.MeshFlags.VertexBufferShare"/> instead, in D3DXMESH.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='_D3DX10_MESHOPT']/*"/>	
            <msdn-id>bb172699</msdn-id>	
            <unmanaged>_D3DX10_MESHOPT</unmanaged>	
            <unmanaged-short>_D3DX10_MESHOPT</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MeshOptimizeFlags.Compact">
            <summary>	
            <dd> <p>Reorders faces to remove unused vertices and faces.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_MESHOPT_COMPACT']/*"/>	
            <msdn-id>bb172699</msdn-id>	
            <unmanaged>D3DX10_MESHOPT_COMPACT</unmanaged>	
            <unmanaged-short>D3DX10_MESHOPT_COMPACT</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MeshOptimizeFlags.AttributeSort">
            <summary>	
            <dd> <p>Reorders faces to optimize for fewer attribute bundle state changes and enhanced DrawSubset performance.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_MESHOPT_ATTR_SORT']/*"/>	
            <msdn-id>bb172699</msdn-id>	
            <unmanaged>D3DX10_MESHOPT_ATTR_SORT</unmanaged>	
            <unmanaged-short>D3DX10_MESHOPT_ATTR_SORT</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MeshOptimizeFlags.VertexCache">
            <summary>	
            <dd> <p>Reorders faces to increase the cache hit rate of vertex caches.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_MESHOPT_VERTEX_CACHE']/*"/>	
            <msdn-id>bb172699</msdn-id>	
            <unmanaged>D3DX10_MESHOPT_VERTEX_CACHE</unmanaged>	
            <unmanaged-short>D3DX10_MESHOPT_VERTEX_CACHE</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MeshOptimizeFlags.StripReorder">
            <summary>	
            <dd> <p>Reorders faces to maximize length of adjacent triangles.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_MESHOPT_STRIP_REORDER']/*"/>	
            <msdn-id>bb172699</msdn-id>	
            <unmanaged>D3DX10_MESHOPT_STRIP_REORDER</unmanaged>	
            <unmanaged-short>D3DX10_MESHOPT_STRIP_REORDER</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MeshOptimizeFlags.IgnoreVertices">
            <summary>	
            <dd> <p>Optimize the faces only; do not optimize the vertices.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_MESHOPT_IGNORE_VERTS']/*"/>	
            <msdn-id>bb172699</msdn-id>	
            <unmanaged>D3DX10_MESHOPT_IGNORE_VERTS</unmanaged>	
            <unmanaged-short>D3DX10_MESHOPT_IGNORE_VERTS</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MeshOptimizeFlags.DoNotSplit">
            <summary>	
            <dd> <p>While attribute sorting, do not split vertices that are shared between attribute groups.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_MESHOPT_DO_NOT_SPLIT']/*"/>	
            <msdn-id>bb172699</msdn-id>	
            <unmanaged>D3DX10_MESHOPT_DO_NOT_SPLIT</unmanaged>	
            <unmanaged-short>D3DX10_MESHOPT_DO_NOT_SPLIT</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MeshOptimizeFlags.DeviceIndependent">
            <summary>	
            <dd> <p>Affects the vertex cache size. Using this flag specifies a default vertex cache size that works well on legacy hardware.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_MESHOPT_DEVICE_INDEPENDENT']/*"/>	
            <msdn-id>bb172699</msdn-id>	
            <unmanaged>D3DX10_MESHOPT_DEVICE_INDEPENDENT</unmanaged>	
            <unmanaged-short>D3DX10_MESHOPT_DEVICE_INDEPENDENT</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.MessageCategory">
            <summary>	
            <p>Categories of debug messages. This will identify the category of a message when retrieving a message with <strong><see cref="M:SharpDX.Direct3D10.InfoQueue.GetMessage(System.Int64,System.IntPtr,SharpDX.PointerSize@)"/></strong> and when adding a message with <strong><see cref="M:SharpDX.Direct3D10.InfoQueue.AddMessage(SharpDX.Direct3D10.MessageCategory,SharpDX.Direct3D10.MessageSeverity,SharpDX.Direct3D10.MessageId,System.String)"/></strong>. When creating an <strong>info queue filter</strong>, these values can be used to allow or deny any categories of messages to pass through the storage and retrieval filters.</p>	
            </summary>	
            <remarks>	
            <p>This is part of the Information Queue feature. See <strong><see cref="T:SharpDX.Direct3D10.InfoQueue"/> Interface</strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_MESSAGE_CATEGORY']/*"/>	
            <msdn-id>bb205323</msdn-id>	
            <unmanaged>D3D10_MESSAGE_CATEGORY</unmanaged>	
            <unmanaged-short>D3D10_MESSAGE_CATEGORY</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MessageCategory.ApplicationDefined">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_MESSAGE_CATEGORY_APPLICATION_DEFINED']/*"/>	
            <unmanaged>D3D10_MESSAGE_CATEGORY_APPLICATION_DEFINED</unmanaged>	
            <unmanaged-short>D3D10_MESSAGE_CATEGORY_APPLICATION_DEFINED</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MessageCategory.Miscellaneous">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_MESSAGE_CATEGORY_MISCELLANEOUS']/*"/>	
            <unmanaged>D3D10_MESSAGE_CATEGORY_MISCELLANEOUS</unmanaged>	
            <unmanaged-short>D3D10_MESSAGE_CATEGORY_MISCELLANEOUS</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MessageCategory.Initialization">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_MESSAGE_CATEGORY_INITIALIZATION']/*"/>	
            <unmanaged>D3D10_MESSAGE_CATEGORY_INITIALIZATION</unmanaged>	
            <unmanaged-short>D3D10_MESSAGE_CATEGORY_INITIALIZATION</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MessageCategory.Cleanup">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_MESSAGE_CATEGORY_CLEANUP']/*"/>	
            <unmanaged>D3D10_MESSAGE_CATEGORY_CLEANUP</unmanaged>	
            <unmanaged-short>D3D10_MESSAGE_CATEGORY_CLEANUP</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MessageCategory.Compilation">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_MESSAGE_CATEGORY_COMPILATION']/*"/>	
            <unmanaged>D3D10_MESSAGE_CATEGORY_COMPILATION</unmanaged>	
            <unmanaged-short>D3D10_MESSAGE_CATEGORY_COMPILATION</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MessageCategory.StateCreation">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_MESSAGE_CATEGORY_STATE_CREATION']/*"/>	
            <unmanaged>D3D10_MESSAGE_CATEGORY_STATE_CREATION</unmanaged>	
            <unmanaged-short>D3D10_MESSAGE_CATEGORY_STATE_CREATION</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MessageCategory.StateSetting">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_MESSAGE_CATEGORY_STATE_SETTING']/*"/>	
            <unmanaged>D3D10_MESSAGE_CATEGORY_STATE_SETTING</unmanaged>	
            <unmanaged-short>D3D10_MESSAGE_CATEGORY_STATE_SETTING</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MessageCategory.StateGetting">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_MESSAGE_CATEGORY_STATE_GETTING']/*"/>	
            <unmanaged>D3D10_MESSAGE_CATEGORY_STATE_GETTING</unmanaged>	
            <unmanaged-short>D3D10_MESSAGE_CATEGORY_STATE_GETTING</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MessageCategory.ResourceManipulation">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_MESSAGE_CATEGORY_RESOURCE_MANIPULATION']/*"/>	
            <unmanaged>D3D10_MESSAGE_CATEGORY_RESOURCE_MANIPULATION</unmanaged>	
            <unmanaged-short>D3D10_MESSAGE_CATEGORY_RESOURCE_MANIPULATION</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MessageCategory.Execution">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_MESSAGE_CATEGORY_EXECUTION']/*"/>	
            <unmanaged>D3D10_MESSAGE_CATEGORY_EXECUTION</unmanaged>	
            <unmanaged-short>D3D10_MESSAGE_CATEGORY_EXECUTION</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.MessageId">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_MESSAGE_ID']/*"/>	
            <unmanaged>D3D10_MESSAGE_ID</unmanaged>	
            <unmanaged-short>D3D10_MESSAGE_ID</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MessageId.Unknown">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_MESSAGE_ID_UNKNOWN']/*"/>	
            <unmanaged>D3D10_MESSAGE_ID_UNKNOWN</unmanaged>	
            <unmanaged-short>D3D10_MESSAGE_ID_UNKNOWN</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MessageId.DeviceIasetvertexbuffersHazard">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_MESSAGE_ID_DEVICE_IASETVERTEXBUFFERS_HAZARD']/*"/>	
            <unmanaged>D3D10_MESSAGE_ID_DEVICE_IASETVERTEXBUFFERS_HAZARD</unmanaged>	
            <unmanaged-short>D3D10_MESSAGE_ID_DEVICE_IASETVERTEXBUFFERS_HAZARD</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MessageId.DeviceIasetindexbufferHazard">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_MESSAGE_ID_DEVICE_IASETINDEXBUFFER_HAZARD']/*"/>	
            <unmanaged>D3D10_MESSAGE_ID_DEVICE_IASETINDEXBUFFER_HAZARD</unmanaged>	
            <unmanaged-short>D3D10_MESSAGE_ID_DEVICE_IASETINDEXBUFFER_HAZARD</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MessageId.DeviceVssetshaderresourcesHazard">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_MESSAGE_ID_DEVICE_VSSETSHADERRESOURCES_HAZARD']/*"/>	
            <unmanaged>D3D10_MESSAGE_ID_DEVICE_VSSETSHADERRESOURCES_HAZARD</unmanaged>	
            <unmanaged-short>D3D10_MESSAGE_ID_DEVICE_VSSETSHADERRESOURCES_HAZARD</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MessageId.DeviceVssetconstantbuffersHazard">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_MESSAGE_ID_DEVICE_VSSETCONSTANTBUFFERS_HAZARD']/*"/>	
            <unmanaged>D3D10_MESSAGE_ID_DEVICE_VSSETCONSTANTBUFFERS_HAZARD</unmanaged>	
            <unmanaged-short>D3D10_MESSAGE_ID_DEVICE_VSSETCONSTANTBUFFERS_HAZARD</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MessageId.DeviceGssetshaderresourcesHazard">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_MESSAGE_ID_DEVICE_GSSETSHADERRESOURCES_HAZARD']/*"/>	
            <unmanaged>D3D10_MESSAGE_ID_DEVICE_GSSETSHADERRESOURCES_HAZARD</unmanaged>	
            <unmanaged-short>D3D10_MESSAGE_ID_DEVICE_GSSETSHADERRESOURCES_HAZARD</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MessageId.DeviceGssetconstantbuffersHazard">
            <summary>	
            No documentation.	
            </summary>	
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        <member name="F:SharpDX.Direct3D10.MessageId.CreateblendstateOperationNotSupported">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_MESSAGE_ID_CREATEBLENDSTATE_OPERATION_NOT_SUPPORTED']/*"/>	
            <unmanaged>D3D10_MESSAGE_ID_CREATEBLENDSTATE_OPERATION_NOT_SUPPORTED</unmanaged>	
            <unmanaged-short>D3D10_MESSAGE_ID_CREATEBLENDSTATE_OPERATION_NOT_SUPPORTED</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MessageId.CreatesamplerstateNoMirroronce">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_MESSAGE_ID_CREATESAMPLERSTATE_NO_MIRRORONCE']/*"/>	
            <unmanaged>D3D10_MESSAGE_ID_CREATESAMPLERSTATE_NO_MIRRORONCE</unmanaged>	
            <unmanaged-short>D3D10_MESSAGE_ID_CREATESAMPLERSTATE_NO_MIRRORONCE</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MessageId.DrawinstancedNotSupported">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_MESSAGE_ID_DRAWINSTANCED_NOT_SUPPORTED']/*"/>	
            <unmanaged>D3D10_MESSAGE_ID_DRAWINSTANCED_NOT_SUPPORTED</unmanaged>	
            <unmanaged-short>D3D10_MESSAGE_ID_DRAWINSTANCED_NOT_SUPPORTED</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MessageId.DrawindexedinstancedNotSupportedBelow93">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_MESSAGE_ID_DRAWINDEXEDINSTANCED_NOT_SUPPORTED_BELOW_9_3']/*"/>	
            <unmanaged>D3D10_MESSAGE_ID_DRAWINDEXEDINSTANCED_NOT_SUPPORTED_BELOW_9_3</unmanaged>	
            <unmanaged-short>D3D10_MESSAGE_ID_DRAWINDEXEDINSTANCED_NOT_SUPPORTED_BELOW_9_3</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MessageId.DrawindexedPointListUnsupported">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_MESSAGE_ID_DRAWINDEXED_POINTLIST_UNSUPPORTED']/*"/>	
            <unmanaged>D3D10_MESSAGE_ID_DRAWINDEXED_POINTLIST_UNSUPPORTED</unmanaged>	
            <unmanaged-short>D3D10_MESSAGE_ID_DRAWINDEXED_POINTLIST_UNSUPPORTED</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MessageId.SetblendstateSampleMaskCannotBeZero">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_MESSAGE_ID_SETBLENDSTATE_SAMPLE_MASK_CANNOT_BE_ZERO']/*"/>	
            <unmanaged>D3D10_MESSAGE_ID_SETBLENDSTATE_SAMPLE_MASK_CANNOT_BE_ZERO</unmanaged>	
            <unmanaged-short>D3D10_MESSAGE_ID_SETBLENDSTATE_SAMPLE_MASK_CANNOT_BE_ZERO</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MessageId.CreateresourceDimensionExceedsFeatureLevelDefinition">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_MESSAGE_ID_CREATERESOURCE_DIMENSION_EXCEEDS_FEATURE_LEVEL_DEFINITION']/*"/>	
            <unmanaged>D3D10_MESSAGE_ID_CREATERESOURCE_DIMENSION_EXCEEDS_FEATURE_LEVEL_DEFINITION</unmanaged>	
            <unmanaged-short>D3D10_MESSAGE_ID_CREATERESOURCE_DIMENSION_EXCEEDS_FEATURE_LEVEL_DEFINITION</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MessageId.CreateresourceOnlySingleMipLevelDepthStencilSupported">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_MESSAGE_ID_CREATERESOURCE_ONLY_SINGLE_MIP_LEVEL_DEPTH_STENCIL_SUPPORTED']/*"/>	
            <unmanaged>D3D10_MESSAGE_ID_CREATERESOURCE_ONLY_SINGLE_MIP_LEVEL_DEPTH_STENCIL_SUPPORTED</unmanaged>	
            <unmanaged-short>D3D10_MESSAGE_ID_CREATERESOURCE_ONLY_SINGLE_MIP_LEVEL_DEPTH_STENCIL_SUPPORTED</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MessageId.DeviceRssetscissorrectsNegativescissor">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_MESSAGE_ID_DEVICE_RSSETSCISSORRECTS_NEGATIVESCISSOR']/*"/>	
            <unmanaged>D3D10_MESSAGE_ID_DEVICE_RSSETSCISSORRECTS_NEGATIVESCISSOR</unmanaged>	
            <unmanaged-short>D3D10_MESSAGE_ID_DEVICE_RSSETSCISSORRECTS_NEGATIVESCISSOR</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MessageId.SlotZeroMustBeD3D10InputPerVertexData">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_MESSAGE_ID_SLOT_ZERO_MUST_BE_D3D10_INPUT_PER_VERTEX_DATA']/*"/>	
            <unmanaged>D3D10_MESSAGE_ID_SLOT_ZERO_MUST_BE_D3D10_INPUT_PER_VERTEX_DATA</unmanaged>	
            <unmanaged-short>D3D10_MESSAGE_ID_SLOT_ZERO_MUST_BE_D3D10_INPUT_PER_VERTEX_DATA</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MessageId.CreateresourceNonPow2Mipmap">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_MESSAGE_ID_CREATERESOURCE_NON_POW_2_MIPMAP']/*"/>	
            <unmanaged>D3D10_MESSAGE_ID_CREATERESOURCE_NON_POW_2_MIPMAP</unmanaged>	
            <unmanaged-short>D3D10_MESSAGE_ID_CREATERESOURCE_NON_POW_2_MIPMAP</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MessageId.CreatesamplerstateBorderNotSupported">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_MESSAGE_ID_CREATESAMPLERSTATE_BORDER_NOT_SUPPORTED']/*"/>	
            <unmanaged>D3D10_MESSAGE_ID_CREATESAMPLERSTATE_BORDER_NOT_SUPPORTED</unmanaged>	
            <unmanaged-short>D3D10_MESSAGE_ID_CREATESAMPLERSTATE_BORDER_NOT_SUPPORTED</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MessageId.OmsetrendertargetsNoSRgbMrt">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_MESSAGE_ID_OMSETRENDERTARGETS_NO_SRGB_MRT']/*"/>	
            <unmanaged>D3D10_MESSAGE_ID_OMSETRENDERTARGETS_NO_SRGB_MRT</unmanaged>	
            <unmanaged-short>D3D10_MESSAGE_ID_OMSETRENDERTARGETS_NO_SRGB_MRT</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MessageId.D3D10L9MessagesEnd">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_MESSAGE_ID_D3D10L9_MESSAGES_END']/*"/>	
            <unmanaged>D3D10_MESSAGE_ID_D3D10L9_MESSAGES_END</unmanaged>	
            <unmanaged-short>D3D10_MESSAGE_ID_D3D10L9_MESSAGES_END</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.MessageSeverity">
            <summary>	
            <p>Debug message severity levels for an information queue.</p>	
            </summary>	
            <remarks>	
            <p>Use these values to allow or deny message categories to pass through the storage and retrieval filters for an information queue (see <strong><see cref="T:SharpDX.Direct3D10.InfoQueueFilter"/></strong>). This API is used by <strong><see cref="M:SharpDX.Direct3D10.InfoQueue.AddApplicationMessage(SharpDX.Direct3D10.MessageSeverity,System.String)"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_MESSAGE_SEVERITY']/*"/>	
            <msdn-id>bb205325</msdn-id>	
            <unmanaged>D3D10_MESSAGE_SEVERITY</unmanaged>	
            <unmanaged-short>D3D10_MESSAGE_SEVERITY</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MessageSeverity.Corruption">
            <summary>	
            <dd> <p>Defines some type of corruption which has occurred.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_MESSAGE_SEVERITY_CORRUPTION']/*"/>	
            <msdn-id>bb205325</msdn-id>	
            <unmanaged>D3D10_MESSAGE_SEVERITY_CORRUPTION</unmanaged>	
            <unmanaged-short>D3D10_MESSAGE_SEVERITY_CORRUPTION</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MessageSeverity.Error">
            <summary>	
            <dd> <p>Defines an error message.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_MESSAGE_SEVERITY_ERROR']/*"/>	
            <msdn-id>bb205325</msdn-id>	
            <unmanaged>D3D10_MESSAGE_SEVERITY_ERROR</unmanaged>	
            <unmanaged-short>D3D10_MESSAGE_SEVERITY_ERROR</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MessageSeverity.Warning">
            <summary>	
            <dd> <p>Defines a warning message.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_MESSAGE_SEVERITY_WARNING']/*"/>	
            <msdn-id>bb205325</msdn-id>	
            <unmanaged>D3D10_MESSAGE_SEVERITY_WARNING</unmanaged>	
            <unmanaged-short>D3D10_MESSAGE_SEVERITY_WARNING</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MessageSeverity.Information">
            <summary>	
            <dd> <p>Defines an information message.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_MESSAGE_SEVERITY_INFO']/*"/>	
            <msdn-id>bb205325</msdn-id>	
            <unmanaged>D3D10_MESSAGE_SEVERITY_INFO</unmanaged>	
            <unmanaged-short>D3D10_MESSAGE_SEVERITY_INFO</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.NormalMapFlags">
            <summary>	
            <p>These flags are used to control how <strong><see cref="M:SharpDX.Direct3D10.D3DX10.ComputeNormalMap(SharpDX.Direct3D10.Texture2D,SharpDX.Direct3D10.NormalMapFlags,SharpDX.Direct3D10.Channel,System.Single,SharpDX.Direct3D10.Texture2D)"/></strong> generates normal maps.  Any number of these flags may be OR'd together in any combination.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_NORMALMAP_FLAG']/*"/>	
            <msdn-id>bb172701</msdn-id>	
            <unmanaged>D3DX10_NORMALMAP_FLAG</unmanaged>	
            <unmanaged-short>D3DX10_NORMALMAP_FLAG</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.NormalMapFlags.MirrorU">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_NORMALMAP_MIRROR_U']/*"/>	
            <unmanaged>D3DX10_NORMALMAP_MIRROR_U</unmanaged>	
            <unmanaged-short>D3DX10_NORMALMAP_MIRROR_U</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.NormalMapFlags.MirrorV">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_NORMALMAP_MIRROR_V']/*"/>	
            <unmanaged>D3DX10_NORMALMAP_MIRROR_V</unmanaged>	
            <unmanaged-short>D3DX10_NORMALMAP_MIRROR_V</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.NormalMapFlags.Mirror">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_NORMALMAP_MIRROR']/*"/>	
            <unmanaged>D3DX10_NORMALMAP_MIRROR</unmanaged>	
            <unmanaged-short>D3DX10_NORMALMAP_MIRROR</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.NormalMapFlags.Invertsign">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_NORMALMAP_INVERTSIGN']/*"/>	
            <unmanaged>D3DX10_NORMALMAP_INVERTSIGN</unmanaged>	
            <unmanaged-short>D3DX10_NORMALMAP_INVERTSIGN</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.NormalMapFlags.ComputeOcclusion">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_NORMALMAP_COMPUTE_OCCLUSION']/*"/>	
            <unmanaged>D3DX10_NORMALMAP_COMPUTE_OCCLUSION</unmanaged>	
            <unmanaged-short>D3DX10_NORMALMAP_COMPUTE_OCCLUSION</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.QueryFlags">
            <summary>	
            <p>Flags that describe miscellaneous query behavior.</p>	
            </summary>	
            <remarks>	
            <p>This flag is part of a query description (see <strong><see cref="T:SharpDX.Direct3D10.QueryDescription"/></strong>).</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_QUERY_MISC_FLAG']/*"/>	
            <msdn-id>bb172406</msdn-id>	
            <unmanaged>D3D10_QUERY_MISC_FLAG</unmanaged>	
            <unmanaged-short>D3D10_QUERY_MISC_FLAG</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.QueryFlags.Predicatehint">
            <summary>	
            <dd> <p>Tell the hardware that if it is not yet sure if something is hidden or not to draw it anyway. This is only used with an occlusion predicate. Predication data cannot be returned to your application via <strong><see cref="M:SharpDX.Direct3D10.Asynchronous.GetData"/></strong> when using this flag.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_QUERY_MISC_PREDICATEHINT']/*"/>	
            <msdn-id>bb172406</msdn-id>	
            <unmanaged>D3D10_QUERY_MISC_PREDICATEHINT</unmanaged>	
            <unmanaged-short>D3D10_QUERY_MISC_PREDICATEHINT</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.QueryFlags.None">
            <summary>	
            None.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='']/*"/>	
            <unmanaged>None</unmanaged>	
            <unmanaged-short>None</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.QueryType">
            <summary>	
            <p>Query types.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_QUERY']/*"/>	
            <msdn-id>bb205335</msdn-id>	
            <unmanaged>D3D10_QUERY</unmanaged>	
            <unmanaged-short>D3D10_QUERY</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.QueryType.Event">
            <summary>	
            <dd> <p>Determines whether or not the GPU is finished processing commands. When the GPU is finished processing commands <strong>GetData</strong> will return <see cref="F:SharpDX.Result.Ok"/>, and pData will point to a <see cref="T:SharpDX.Bool"/> with a value of <strong>TRUE</strong>. When using this type of query, <strong>Begin</strong> is disabled.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_QUERY_EVENT']/*"/>	
            <msdn-id>bb205335</msdn-id>	
            <unmanaged>D3D10_QUERY_EVENT</unmanaged>	
            <unmanaged-short>D3D10_QUERY_EVENT</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.QueryType.Occlusion">
            <summary>	
            <dd> <p>Get the number of samples that passed the depth and stencil tests in between <strong>Begin</strong> and <strong>End</strong>. <strong>GetData</strong> returns a UINT64. If a depth or stencil test is disabled, then each of those tests will be counted as a pass.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_QUERY_OCCLUSION']/*"/>	
            <msdn-id>bb205335</msdn-id>	
            <unmanaged>D3D10_QUERY_OCCLUSION</unmanaged>	
            <unmanaged-short>D3D10_QUERY_OCCLUSION</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.QueryType.Timestamp">
            <summary>	
            <dd> <p>Get a timestamp value where <strong>GetData</strong> returns a UINT64. This kind of query is only useful if two timestamp queries are done in the middle of a <see cref="F:SharpDX.Direct3D10.QueryType.TimestampDisjoint"/> query. The difference of two timestamps can be used to determine how many ticks have elapsed, and the <see cref="F:SharpDX.Direct3D10.QueryType.TimestampDisjoint"/> query will determine if that difference is a reliable value and also has a value that shows how to convert the number of ticks into seconds. See <strong><see cref="T:SharpDX.Direct3D10.QueryDataTimestampDisjoint"/></strong>. When using this type of query, <strong>Begin</strong> is disabled.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_QUERY_TIMESTAMP']/*"/>	
            <msdn-id>bb205335</msdn-id>	
            <unmanaged>D3D10_QUERY_TIMESTAMP</unmanaged>	
            <unmanaged-short>D3D10_QUERY_TIMESTAMP</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.QueryType.TimestampDisjoint">
            <summary>	
            <dd> <p>Determines whether or not a <see cref="F:SharpDX.Direct3D10.QueryType.Timestamp"/> is returning reliable values, and also gives the frequency of the processor enabling you to convert the number of elapsed ticks into seconds. <strong>GetData</strong> will return a <strong><see cref="T:SharpDX.Direct3D10.QueryDataTimestampDisjoint"/></strong>. This type of query should only be invoked once per frame or less.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_QUERY_TIMESTAMP_DISJOINT']/*"/>	
            <msdn-id>bb205335</msdn-id>	
            <unmanaged>D3D10_QUERY_TIMESTAMP_DISJOINT</unmanaged>	
            <unmanaged-short>D3D10_QUERY_TIMESTAMP_DISJOINT</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.QueryType.PipelineStatistics">
            <summary>	
            <dd> <p>Get pipeline statistics, such as the number of pixel shader invocations in between <strong>Begin</strong> and <strong>End</strong>. <strong>GetData</strong> will return a <strong><see cref="T:SharpDX.Direct3D10.QueryDataPipelineStatistics"/></strong>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_QUERY_PIPELINE_STATISTICS']/*"/>	
            <msdn-id>bb205335</msdn-id>	
            <unmanaged>D3D10_QUERY_PIPELINE_STATISTICS</unmanaged>	
            <unmanaged-short>D3D10_QUERY_PIPELINE_STATISTICS</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.QueryType.OcclusionPredicate">
            <summary>	
            <dd> <p>Similar to <see cref="F:SharpDX.Direct3D10.QueryType.Occlusion"/>, except <strong>GetData</strong> returns a <see cref="T:SharpDX.Bool"/> indicating whether or not any samples passed the depth and stencil tests - <strong>TRUE</strong> meaning at least one passed, <strong><see cref="F:SharpDX.Result.False"/></strong> meaning none passed.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_QUERY_OCCLUSION_PREDICATE']/*"/>	
            <msdn-id>bb205335</msdn-id>	
            <unmanaged>D3D10_QUERY_OCCLUSION_PREDICATE</unmanaged>	
            <unmanaged-short>D3D10_QUERY_OCCLUSION_PREDICATE</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.QueryType.StreamOutputStatistics">
            <summary>	
            <dd> <p>Get streaming output statistics, such as the number of primitives streamed out in between <strong>Begin</strong> and <strong>End</strong>. <strong>GetData</strong> will return a <strong><see cref="T:SharpDX.Direct3D10.StreamOutputStatistics"/></strong> structure.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_QUERY_SO_STATISTICS']/*"/>	
            <msdn-id>bb205335</msdn-id>	
            <unmanaged>D3D10_QUERY_SO_STATISTICS</unmanaged>	
            <unmanaged-short>D3D10_QUERY_SO_STATISTICS</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.QueryType.StreamOutputOverflowPredicate">
            <summary>	
            <dd> <p>Determines whether or not any of the streaming output buffers overflowed in between <strong>Begin</strong> and <strong>End</strong>. <strong>GetData</strong> returns a <see cref="T:SharpDX.Bool"/> - <strong>TRUE</strong> meaning there was an overflow, <strong><see cref="F:SharpDX.Result.False"/></strong> meaning there was not an overflow. If streaming output writes to multiple buffers, and one of the buffers overflows, then it will stop writing to all the output buffers. When an overflow is detected by Direct3D it is prevented from happening - no memory is corrupted. This predication may be used in conjunction with an SO_STATISTICS query so that when an overflow occurs the SO_STATISTIC query will let the application know how much memory was needed to prevent an overflow.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_QUERY_SO_OVERFLOW_PREDICATE']/*"/>	
            <msdn-id>bb205335</msdn-id>	
            <unmanaged>D3D10_QUERY_SO_OVERFLOW_PREDICATE</unmanaged>	
            <unmanaged-short>D3D10_QUERY_SO_OVERFLOW_PREDICATE</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.RenderTargetViewDimension">
            <summary>	
            <p>Specifies how to access a resource used in a render-target view.</p>	
            </summary>	
            <remarks>	
            <p>This enumeration is used in <strong><see cref="T:SharpDX.Direct3D10.RenderTargetViewDescription"/></strong> to create a render-target view.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_RTV_DIMENSION']/*"/>	
            <msdn-id>bb172414</msdn-id>	
            <unmanaged>D3D10_RTV_DIMENSION</unmanaged>	
            <unmanaged-short>D3D10_RTV_DIMENSION</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.RenderTargetViewDimension.Unknown">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_RTV_DIMENSION_UNKNOWN']/*"/>	
            <unmanaged>D3D10_RTV_DIMENSION_UNKNOWN</unmanaged>	
            <unmanaged-short>D3D10_RTV_DIMENSION_UNKNOWN</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.RenderTargetViewDimension.Buffer">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_RTV_DIMENSION_BUFFER']/*"/>	
            <unmanaged>D3D10_RTV_DIMENSION_BUFFER</unmanaged>	
            <unmanaged-short>D3D10_RTV_DIMENSION_BUFFER</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.RenderTargetViewDimension.Texture1D">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_RTV_DIMENSION_TEXTURE1D']/*"/>	
            <unmanaged>D3D10_RTV_DIMENSION_TEXTURE1D</unmanaged>	
            <unmanaged-short>D3D10_RTV_DIMENSION_TEXTURE1D</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.RenderTargetViewDimension.Texture1DArray">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_RTV_DIMENSION_TEXTURE1DARRAY']/*"/>	
            <unmanaged>D3D10_RTV_DIMENSION_TEXTURE1DARRAY</unmanaged>	
            <unmanaged-short>D3D10_RTV_DIMENSION_TEXTURE1DARRAY</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.RenderTargetViewDimension.Texture2D">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_RTV_DIMENSION_TEXTURE2D']/*"/>	
            <unmanaged>D3D10_RTV_DIMENSION_TEXTURE2D</unmanaged>	
            <unmanaged-short>D3D10_RTV_DIMENSION_TEXTURE2D</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.RenderTargetViewDimension.Texture2DArray">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_RTV_DIMENSION_TEXTURE2DARRAY']/*"/>	
            <unmanaged>D3D10_RTV_DIMENSION_TEXTURE2DARRAY</unmanaged>	
            <unmanaged-short>D3D10_RTV_DIMENSION_TEXTURE2DARRAY</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.RenderTargetViewDimension.Texture2DMultisampled">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_RTV_DIMENSION_TEXTURE2DMS']/*"/>	
            <unmanaged>D3D10_RTV_DIMENSION_TEXTURE2DMS</unmanaged>	
            <unmanaged-short>D3D10_RTV_DIMENSION_TEXTURE2DMS</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.RenderTargetViewDimension.Texture2DMultisampledArray">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_RTV_DIMENSION_TEXTURE2DMSARRAY']/*"/>	
            <unmanaged>D3D10_RTV_DIMENSION_TEXTURE2DMSARRAY</unmanaged>	
            <unmanaged-short>D3D10_RTV_DIMENSION_TEXTURE2DMSARRAY</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.RenderTargetViewDimension.Texture3D">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_RTV_DIMENSION_TEXTURE3D']/*"/>	
            <unmanaged>D3D10_RTV_DIMENSION_TEXTURE3D</unmanaged>	
            <unmanaged-short>D3D10_RTV_DIMENSION_TEXTURE3D</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.ResourceDimension">
            <summary>	
            <p>Identifies the type of resource being used.</p>	
            </summary>	
            <remarks>	
            <p>This enumeration is used in <strong><see cref="M:SharpDX.Direct3D10.Resource.GetTypeInfo(SharpDX.Direct3D10.ResourceDimension@)"/></strong>, and <strong><see cref="T:SharpDX.Direct3D10.ImageInformation"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_RESOURCE_DIMENSION']/*"/>	
            <msdn-id>bb172411</msdn-id>	
            <unmanaged>D3D10_RESOURCE_DIMENSION</unmanaged>	
            <unmanaged-short>D3D10_RESOURCE_DIMENSION</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ResourceDimension.Unknown">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_RESOURCE_DIMENSION_UNKNOWN']/*"/>	
            <unmanaged>D3D10_RESOURCE_DIMENSION_UNKNOWN</unmanaged>	
            <unmanaged-short>D3D10_RESOURCE_DIMENSION_UNKNOWN</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ResourceDimension.Buffer">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_RESOURCE_DIMENSION_BUFFER']/*"/>	
            <unmanaged>D3D10_RESOURCE_DIMENSION_BUFFER</unmanaged>	
            <unmanaged-short>D3D10_RESOURCE_DIMENSION_BUFFER</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ResourceDimension.Texture1D">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_RESOURCE_DIMENSION_TEXTURE1D']/*"/>	
            <unmanaged>D3D10_RESOURCE_DIMENSION_TEXTURE1D</unmanaged>	
            <unmanaged-short>D3D10_RESOURCE_DIMENSION_TEXTURE1D</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ResourceDimension.Texture2D">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_RESOURCE_DIMENSION_TEXTURE2D']/*"/>	
            <unmanaged>D3D10_RESOURCE_DIMENSION_TEXTURE2D</unmanaged>	
            <unmanaged-short>D3D10_RESOURCE_DIMENSION_TEXTURE2D</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ResourceDimension.Texture3D">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_RESOURCE_DIMENSION_TEXTURE3D']/*"/>	
            <unmanaged>D3D10_RESOURCE_DIMENSION_TEXTURE3D</unmanaged>	
            <unmanaged-short>D3D10_RESOURCE_DIMENSION_TEXTURE3D</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.ResourceOptionFlags">
            <summary>	
            <p>Identifies other, less common options for resources.</p>	
            </summary>	
            <remarks>	
            <p>This enumeration is used in <strong><see cref="T:SharpDX.Direct3D10.BufferDescription"/></strong>, <strong><see cref="T:SharpDX.Direct3D10.Texture1DDescription"/></strong>, <strong><see cref="T:SharpDX.Direct3D10.Texture2DDescription"/></strong>,  <strong><see cref="T:SharpDX.Direct3D10.Texture3DDescription"/></strong>, <strong><see cref="T:SharpDX.Direct3D10.ImageInformation"/></strong>, and <strong><see cref="T:SharpDX.Direct3D10.ImageLoadInformation"/></strong>.</p><p>These flags can be combined by bitwise OR.</p><p><see cref="F:SharpDX.Direct3D10.ResourceOptionFlags.Shared"/> and <see cref="F:SharpDX.Direct3D10.ResourceOptionFlags.SharedKeyedmutex"/> are mutually exclusive flags:  either one may be set in the resource creation calls but not both simultaneously.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_RESOURCE_MISC_FLAG']/*"/>	
            <msdn-id>bb172412</msdn-id>	
            <unmanaged>D3D10_RESOURCE_MISC_FLAG</unmanaged>	
            <unmanaged-short>D3D10_RESOURCE_MISC_FLAG</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ResourceOptionFlags.GenerateMipMaps">
            <summary>	
            <dd> <p>Enables an application to call <strong><see cref="M:SharpDX.Direct3D10.Device.GenerateMips(SharpDX.Direct3D10.ShaderResourceView)"/></strong> on  a texture resource. The resource must be created  with the <strong>bind flags</strong> that specify that the resource is a render target and a shader resource.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_RESOURCE_MISC_GENERATE_MIPS']/*"/>	
            <msdn-id>bb172412</msdn-id>	
            <unmanaged>D3D10_RESOURCE_MISC_GENERATE_MIPS</unmanaged>	
            <unmanaged-short>D3D10_RESOURCE_MISC_GENERATE_MIPS</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ResourceOptionFlags.Shared">
            <summary>	
            <dd> <p>Enables the sharing of resource data between two or more Direct3D devices. The only resources that can be shared are 2D non-mipmapped textures.</p> <p>WARP and REF devices do not support shared resources. Attempting to create a resource with this flag on either a WARP or REF device will cause the create method to return an E_OUTOFMEMORY error code.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_RESOURCE_MISC_SHARED']/*"/>	
            <msdn-id>bb172412</msdn-id>	
            <unmanaged>D3D10_RESOURCE_MISC_SHARED</unmanaged>	
            <unmanaged-short>D3D10_RESOURCE_MISC_SHARED</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ResourceOptionFlags.TextureCube">
            <summary>	
            <dd> <p>Enables an application to create a cube texture from a  Texture2DArray that contains 6 textures.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_RESOURCE_MISC_TEXTURECUBE']/*"/>	
            <msdn-id>bb172412</msdn-id>	
            <unmanaged>D3D10_RESOURCE_MISC_TEXTURECUBE</unmanaged>	
            <unmanaged-short>D3D10_RESOURCE_MISC_TEXTURECUBE</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ResourceOptionFlags.SharedKeyedmutex">
            <summary>	
            <dd> <p>Enables the resource created to be synchronized using the <see cref="M:SharpDX.DXGI.KeyedMutex.Acquire(System.Int64,System.Int32)"/> and ReleaseSync APIs.  The following resource creation D3D10 APIs, that all take a <see cref="T:SharpDX.Direct3D10.ResourceOptionFlags"/> parameter, have been extended to support the new flag.</p> <ul> <li>ID3D10Device1::CreateTexture1D</li> <li>ID3D10Device1::CreateTexture2D</li> <li>ID3D10Device1::CreateTexture3D</li> <li>ID3D10Device1::CreateBuffer</li> </ul> <p>If any of the listed functions are called with the <see cref="F:SharpDX.Direct3D10.ResourceOptionFlags.SharedKeyedmutex"/> flag set, the interface returned can be  queried for an <see cref="T:SharpDX.DXGI.KeyedMutex"/> interface, which implements AcquireSync and ReleaseSync APIs to synchronize access to the surface.  The device creating the surface, and any other device opening the surface (using OpenSharedResource) is required to  call <see cref="M:SharpDX.DXGI.KeyedMutex.Acquire(System.Int64,System.Int32)"/> before any rendering commands to the surface, and <see cref="M:SharpDX.DXGI.KeyedMutex.Release(System.Int64)"/> when it is done rendering.</p> <p>WARP and REF devices do not support shared resources. Attempting to create a resource with this flag on either a WARP or REF device will cause the create method to return an E_OUTOFMEMORY error code.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_RESOURCE_MISC_SHARED_KEYEDMUTEX']/*"/>	
            <msdn-id>bb172412</msdn-id>	
            <unmanaged>D3D10_RESOURCE_MISC_SHARED_KEYEDMUTEX</unmanaged>	
            <unmanaged-short>D3D10_RESOURCE_MISC_SHARED_KEYEDMUTEX</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ResourceOptionFlags.GdiCompatible">
            <summary>	
            <dd> <p>Enables a surface to be used for GDI interoperability.  Setting this flag enables rendering on the surface  via <see cref="M:SharpDX.DXGI.Surface1.GetDC(SharpDX.Bool)"/>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_RESOURCE_MISC_GDI_COMPATIBLE']/*"/>	
            <msdn-id>bb172412</msdn-id>	
            <unmanaged>D3D10_RESOURCE_MISC_GDI_COMPATIBLE</unmanaged>	
            <unmanaged-short>D3D10_RESOURCE_MISC_GDI_COMPATIBLE</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ResourceOptionFlags.None">
            <summary>	
            None.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='']/*"/>	
            <unmanaged>None</unmanaged>	
            <unmanaged-short>None</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.ResourceUsage">
            <summary>	
            <p>Identifies expected resource use during rendering. The usage directly reflects whether a resource is accessible by the CPU and/or the GPU.</p>	
            </summary>	
            <remarks>	
            <p>An application identifies the way a resource is intended to be used (its usage) in a resource description. There are several structures for creating resources including: <strong><see cref="T:SharpDX.Direct3D10.Texture1DDescription"/></strong>, <strong><see cref="T:SharpDX.Direct3D10.Texture2DDescription"/></strong>, <strong><see cref="T:SharpDX.Direct3D10.Texture3DDescription"/></strong>, <strong><see cref="T:SharpDX.Direct3D10.BufferDescription"/></strong>, and <strong><see cref="T:SharpDX.Direct3D10.ImageLoadInformation"/></strong>.</p><table> <tr><td> <p>Differences between Direct3D 9 and Direct3D 10:</p> <p>In Direct3D 9, you specify the type of memory a resource should be created in at resource creation time (using <see cref="!:SharpDX.Direct3D9.Pool"/>). It was an application's job to decide what memory pool would provide the best combination of functionality and performance.</p> <p>In Direct3D 10, an application no longer specifies what type of memory (the pool) to create a resource in. Instead, you specify the intended usage of the resource, and let the runtime (in concert with the driver and a memory manager) choose the type of memory that will achieve the best performance.</p> </td></tr> </table><p>?</p>Resource Usage Restrictions<p>Each usage dictates a tradeoff between functionality and performance. In general, resource accessing is accomplished with the following APIs.</p><ul> <li>CPU access is done with <strong><see cref="M:SharpDX.Direct3D10.Buffer.Map(SharpDX.Direct3D10.MapMode)"/></strong>, <strong><see cref="M:SharpDX.Direct3D10.Texture1D.Map(System.Int32,SharpDX.Direct3D10.MapMode,SharpDX.Direct3D10.MapFlags,System.IntPtr@)"/></strong>, <strong><see cref="M:SharpDX.Direct3D10.Texture2D.Map(System.Int32,SharpDX.Direct3D10.MapMode,SharpDX.Direct3D10.MapFlags,SharpDX.DataRectangle@)"/></strong>, or <strong><see cref="M:SharpDX.Direct3D10.Texture3D.Map(System.Int32,SharpDX.Direct3D10.MapMode,SharpDX.Direct3D10.MapFlags,SharpDX.DataBox@)"/></strong> </li> <li>GPU access is done with <strong>CopySubresourceRegion</strong>, <strong>CopyResource</strong>, or <strong>UpdateSubresource</strong>.</li> </ul><p>Use the following table to choose the usage that best describes how the resource will need to be accessed by the CPU and/or the GPU. Of course, there will be performance tradeoffs.</p><table> <tr><th>Resource Usage</th><th>Default</th><th>Dynamic</th><th>Immutable</th><th>Staging</th></tr> <tr><td>GPU-Read</td><td>yes</td><td>yes1</td><td>yes</td><td>yes1, 2</td></tr> <tr><td>GPU-Write</td><td>yes1</td><td></td><td></td><td>yes1, 2</td></tr> <tr><td>CPU-Read</td><td></td><td></td><td></td><td>yes1, 2</td></tr> <tr><td>CPU-Write</td><td></td><td>yes</td><td></td><td>yes1, 2</td></tr> </table><p>?</p><ul> <li>1 - This is restricted to <strong>CopySubresourceRegion</strong>, <strong>CopyResource</strong>, and <strong>UpdateSubresource</strong>.</li> <li>2 - Cannot be a depth-stencil buffer or a multisampled render target.</li> </ul>Resource Bind Options<p>To maximize performance, not all resource usage options can be used as input or output resources to the pipeline. This table identifies these limitations.</p><table> <tr><th>Resource Can Be Bound As</th><th>Default</th><th>Dynamic</th><th>Immutable</th><th>Staging</th></tr> <tr><td>Input to a Stage</td><td>yes3</td><td>yes4</td><td>yes</td><td></td></tr> <tr><td>Output from a Stage</td><td>yes3</td><td></td><td></td><td></td></tr> </table><p>?</p><ul> <li>3 - If bound as an input and an output using different views, each view must use different subresources.</li> <li>4 - The resource can only be created with a single subresource. The resource cannot be a texture array. The resource cannot be a mipmap chain.</li> </ul>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_USAGE']/*"/>	
            <msdn-id>bb172499</msdn-id>	
            <unmanaged>D3D10_USAGE</unmanaged>	
            <unmanaged-short>D3D10_USAGE</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ResourceUsage.Default">
            <summary>	
            <dd> <p>A resource that requires read and write access by the GPU. This is likely to be the most common usage choice.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_USAGE_DEFAULT']/*"/>	
            <msdn-id>bb172499</msdn-id>	
            <unmanaged>D3D10_USAGE_DEFAULT</unmanaged>	
            <unmanaged-short>D3D10_USAGE_DEFAULT</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ResourceUsage.Immutable">
            <summary>	
            <dd> <p>A resource that can only be read by the GPU. It cannot be written by the GPU, and cannot be accessed at all by the CPU. This type of resource must be initialized when it is created, since it cannot be changed after creation.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_USAGE_IMMUTABLE']/*"/>	
            <msdn-id>bb172499</msdn-id>	
            <unmanaged>D3D10_USAGE_IMMUTABLE</unmanaged>	
            <unmanaged-short>D3D10_USAGE_IMMUTABLE</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ResourceUsage.Dynamic">
            <summary>	
            <dd> <p>A resource that is accessible by both the GPU and the CPU (write only). A dynamic resource is a good choice for a resource that will be updated by the CPU at least once per frame. To write to a dynamic resource on the CPU, use a <strong>Map</strong> method. You can write to a dynamic resource on the GPU using <strong>CopyResource</strong> or <strong>CopySubresourceRegion</strong>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_USAGE_DYNAMIC']/*"/>	
            <msdn-id>bb172499</msdn-id>	
            <unmanaged>D3D10_USAGE_DYNAMIC</unmanaged>	
            <unmanaged-short>D3D10_USAGE_DYNAMIC</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ResourceUsage.Staging">
            <summary>	
            <dd> <p>A resource that supports data transfer (copy) from the GPU to the CPU.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_USAGE_STAGING']/*"/>	
            <msdn-id>bb172499</msdn-id>	
            <unmanaged>D3D10_USAGE_STAGING</unmanaged>	
            <unmanaged-short>D3D10_USAGE_STAGING</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.SpriteFlags">
            <summary>	
            <p>Sprite flags that tell the sprite drawing API how to behave. These are passed into <strong><see cref="M:SharpDX.Direct3D10.Sprite.Begin(SharpDX.Direct3D10.SpriteFlags)"/></strong>.</p>	
            </summary>	
            <remarks>	
            <p>After a front-to-back or back-to-front sort is done, it will automatically do a secondary sort by texture. This is helpful for when there are many sprites with the same texture all on the same plane, such as when drawing the user interface in a game.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_SPRITE_FLAG']/*"/>	
            <msdn-id>bb172704</msdn-id>	
            <unmanaged>D3DX10_SPRITE_FLAG</unmanaged>	
            <unmanaged-short>D3DX10_SPRITE_FLAG</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.SpriteFlags.GroupByTexture">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_SPRITE_SORT_TEXTURE']/*"/>	
            <unmanaged>D3DX10_SPRITE_SORT_TEXTURE</unmanaged>	
            <unmanaged-short>D3DX10_SPRITE_SORT_TEXTURE</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.SpriteFlags.SortBackToFront">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_SPRITE_SORT_DEPTH_BACK_TO_FRONT']/*"/>	
            <unmanaged>D3DX10_SPRITE_SORT_DEPTH_BACK_TO_FRONT</unmanaged>	
            <unmanaged-short>D3DX10_SPRITE_SORT_DEPTH_BACK_TO_FRONT</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.SpriteFlags.SortFrontToBack">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_SPRITE_SORT_DEPTH_FRONT_TO_BACK']/*"/>	
            <unmanaged>D3DX10_SPRITE_SORT_DEPTH_FRONT_TO_BACK</unmanaged>	
            <unmanaged-short>D3DX10_SPRITE_SORT_DEPTH_FRONT_TO_BACK</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.SpriteFlags.SaveState">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_SPRITE_SAVE_STATE']/*"/>	
            <unmanaged>D3DX10_SPRITE_SAVE_STATE</unmanaged>	
            <unmanaged-short>D3DX10_SPRITE_SAVE_STATE</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.SpriteFlags.IncreaseTextureReferenceCount">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_SPRITE_ADDREF_TEXTURES']/*"/>	
            <unmanaged>D3DX10_SPRITE_ADDREF_TEXTURES</unmanaged>	
            <unmanaged-short>D3DX10_SPRITE_ADDREF_TEXTURES</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.SpriteFlags.None">
            <summary>	
            None.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='']/*"/>	
            <unmanaged>None</unmanaged>	
            <unmanaged-short>None</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.StandardMultisampleQualityLevels">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_STANDARD_MULTISAMPLE_QUALITY_LEVELS']/*"/>	
            <unmanaged>D3D10_STANDARD_MULTISAMPLE_QUALITY_LEVELS</unmanaged>	
            <unmanaged-short>D3D10_STANDARD_MULTISAMPLE_QUALITY_LEVELS</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.StandardMultisampleQualityLevels.StandardMultisamplePattern">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_STANDARD_MULTISAMPLE_PATTERN']/*"/>	
            <unmanaged>D3D10_STANDARD_MULTISAMPLE_PATTERN</unmanaged>	
            <unmanaged-short>D3D10_STANDARD_MULTISAMPLE_PATTERN</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.StandardMultisampleQualityLevels.CenterMultisamplePattern">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_CENTER_MULTISAMPLE_PATTERN']/*"/>	
            <unmanaged>D3D10_CENTER_MULTISAMPLE_PATTERN</unmanaged>	
            <unmanaged-short>D3D10_CENTER_MULTISAMPLE_PATTERN</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.StencilOperation">
            <summary>	
            <p>The stencil operations that can be performed during depth-stencil testing.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_STENCIL_OP']/*"/>	
            <msdn-id>bb172455</msdn-id>	
            <unmanaged>D3D10_STENCIL_OP</unmanaged>	
            <unmanaged-short>D3D10_STENCIL_OP</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.StencilOperation.Keep">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_STENCIL_OP_KEEP']/*"/>	
            <unmanaged>D3D10_STENCIL_OP_KEEP</unmanaged>	
            <unmanaged-short>D3D10_STENCIL_OP_KEEP</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.StencilOperation.Zero">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_STENCIL_OP_ZERO']/*"/>	
            <unmanaged>D3D10_STENCIL_OP_ZERO</unmanaged>	
            <unmanaged-short>D3D10_STENCIL_OP_ZERO</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.StencilOperation.Replace">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_STENCIL_OP_REPLACE']/*"/>	
            <unmanaged>D3D10_STENCIL_OP_REPLACE</unmanaged>	
            <unmanaged-short>D3D10_STENCIL_OP_REPLACE</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.StencilOperation.IncrementAndClamp">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_STENCIL_OP_INCR_SAT']/*"/>	
            <unmanaged>D3D10_STENCIL_OP_INCR_SAT</unmanaged>	
            <unmanaged-short>D3D10_STENCIL_OP_INCR_SAT</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.StencilOperation.DecrementAndClamp">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_STENCIL_OP_DECR_SAT']/*"/>	
            <unmanaged>D3D10_STENCIL_OP_DECR_SAT</unmanaged>	
            <unmanaged-short>D3D10_STENCIL_OP_DECR_SAT</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.StencilOperation.Invert">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_STENCIL_OP_INVERT']/*"/>	
            <unmanaged>D3D10_STENCIL_OP_INVERT</unmanaged>	
            <unmanaged-short>D3D10_STENCIL_OP_INVERT</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.StencilOperation.Increment">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_STENCIL_OP_INCR']/*"/>	
            <unmanaged>D3D10_STENCIL_OP_INCR</unmanaged>	
            <unmanaged-short>D3D10_STENCIL_OP_INCR</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.StencilOperation.Decrement">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_STENCIL_OP_DECR']/*"/>	
            <unmanaged>D3D10_STENCIL_OP_DECR</unmanaged>	
            <unmanaged-short>D3D10_STENCIL_OP_DECR</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.TextureAddressMode">
            <summary>	
            <p>Identify a technique for resolving texture coordinates that are outside of the boundaries of a texture.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEXTURE_ADDRESS_MODE']/*"/>	
            <msdn-id>bb172483</msdn-id>	
            <unmanaged>D3D10_TEXTURE_ADDRESS_MODE</unmanaged>	
            <unmanaged-short>D3D10_TEXTURE_ADDRESS_MODE</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.TextureAddressMode.Wrap">
            <summary>	
            <dd> <p>Tile the texture at every integer junction. For example, for u values between 0 and 3, the texture is repeated three times.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEXTURE_ADDRESS_WRAP']/*"/>	
            <msdn-id>bb172483</msdn-id>	
            <unmanaged>D3D10_TEXTURE_ADDRESS_WRAP</unmanaged>	
            <unmanaged-short>D3D10_TEXTURE_ADDRESS_WRAP</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.TextureAddressMode.Mirror">
            <summary>	
            <dd> <p>Flip the texture at every integer junction. For u values between 0 and 1, for example, the texture is addressed normally; between 1 and 2, the texture is flipped (mirrored); between 2 and 3, the texture is normal again; and so on. </p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEXTURE_ADDRESS_MIRROR']/*"/>	
            <msdn-id>bb172483</msdn-id>	
            <unmanaged>D3D10_TEXTURE_ADDRESS_MIRROR</unmanaged>	
            <unmanaged-short>D3D10_TEXTURE_ADDRESS_MIRROR</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.TextureAddressMode.Clamp">
            <summary>	
            <dd> <p>Texture coordinates outside the range [0.0, 1.0] are set to the texture color at 0.0 or 1.0, respectively.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEXTURE_ADDRESS_CLAMP']/*"/>	
            <msdn-id>bb172483</msdn-id>	
            <unmanaged>D3D10_TEXTURE_ADDRESS_CLAMP</unmanaged>	
            <unmanaged-short>D3D10_TEXTURE_ADDRESS_CLAMP</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.TextureAddressMode.Border">
            <summary>	
            <dd> <p>Texture coordinates outside the range [0.0, 1.0] are set to the border color specified in <strong><see cref="T:SharpDX.Direct3D10.SamplerStateDescription"/></strong> or HLSL code.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEXTURE_ADDRESS_BORDER']/*"/>	
            <msdn-id>bb172483</msdn-id>	
            <unmanaged>D3D10_TEXTURE_ADDRESS_BORDER</unmanaged>	
            <unmanaged-short>D3D10_TEXTURE_ADDRESS_BORDER</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.TextureAddressMode.MirrorOnce">
            <summary>	
            <dd> <p>Similar to <see cref="F:SharpDX.Direct3D10.TextureAddressMode.Mirror"/> and <see cref="F:SharpDX.Direct3D10.TextureAddressMode.Clamp"/>. Takes the absolute value of the texture coordinate (thus, mirroring around 0), and then clamps to the maximum value.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEXTURE_ADDRESS_MIRROR_ONCE']/*"/>	
            <msdn-id>bb172483</msdn-id>	
            <unmanaged>D3D10_TEXTURE_ADDRESS_MIRROR_ONCE</unmanaged>	
            <unmanaged-short>D3D10_TEXTURE_ADDRESS_MIRROR_ONCE</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.TextureCubeFace">
            <summary>	
            <p>The different faces of a cube texture.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEXTURECUBE_FACE']/*"/>	
            <msdn-id>bb172482</msdn-id>	
            <unmanaged>D3D10_TEXTURECUBE_FACE</unmanaged>	
            <unmanaged-short>D3D10_TEXTURECUBE_FACE</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.TextureCubeFace.PositiveX">
            <summary>	
            <dd> <p>Positive X face.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEXTURECUBE_FACE_POSITIVE_X']/*"/>	
            <msdn-id>bb172482</msdn-id>	
            <unmanaged>D3D10_TEXTURECUBE_FACE_POSITIVE_X</unmanaged>	
            <unmanaged-short>D3D10_TEXTURECUBE_FACE_POSITIVE_X</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.TextureCubeFace.NegativeX">
            <summary>	
            <dd> <p>Negative X face.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEXTURECUBE_FACE_NEGATIVE_X']/*"/>	
            <msdn-id>bb172482</msdn-id>	
            <unmanaged>D3D10_TEXTURECUBE_FACE_NEGATIVE_X</unmanaged>	
            <unmanaged-short>D3D10_TEXTURECUBE_FACE_NEGATIVE_X</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.TextureCubeFace.PositiveY">
            <summary>	
            <dd> <p>Positive Y face.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEXTURECUBE_FACE_POSITIVE_Y']/*"/>	
            <msdn-id>bb172482</msdn-id>	
            <unmanaged>D3D10_TEXTURECUBE_FACE_POSITIVE_Y</unmanaged>	
            <unmanaged-short>D3D10_TEXTURECUBE_FACE_POSITIVE_Y</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.TextureCubeFace.NegativeY">
            <summary>	
            <dd> <p>Negative Y face.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEXTURECUBE_FACE_NEGATIVE_Y']/*"/>	
            <msdn-id>bb172482</msdn-id>	
            <unmanaged>D3D10_TEXTURECUBE_FACE_NEGATIVE_Y</unmanaged>	
            <unmanaged-short>D3D10_TEXTURECUBE_FACE_NEGATIVE_Y</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.TextureCubeFace.PositiveZ">
            <summary>	
            <dd> <p>Positive Z face.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEXTURECUBE_FACE_POSITIVE_Z']/*"/>	
            <msdn-id>bb172482</msdn-id>	
            <unmanaged>D3D10_TEXTURECUBE_FACE_POSITIVE_Z</unmanaged>	
            <unmanaged-short>D3D10_TEXTURECUBE_FACE_POSITIVE_Z</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.TextureCubeFace.NegativeZ">
            <summary>	
            <dd> <p>Negative Z face.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEXTURECUBE_FACE_NEGATIVE_Z']/*"/>	
            <msdn-id>bb172482</msdn-id>	
            <unmanaged>D3D10_TEXTURECUBE_FACE_NEGATIVE_Z</unmanaged>	
            <unmanaged-short>D3D10_TEXTURECUBE_FACE_NEGATIVE_Z</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.D3D10">
            <summary>	
            Functions	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='SharpDX.Direct3D10.D3D10']/*"/>	
        </member>
        <member name="F:SharpDX.Direct3D10.D3D10.SdkVersion">
            <summary>Constant SdkVersion.</summary>
            <unmanaged>D3D10_SDK_VERSION</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D10.D3D10.SdkVersion1">
            <summary>Constant SdkVersion1.</summary>
            <unmanaged>D3D10_1_SDK_VERSION</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.D3D10.CreateDeviceAndSwapChain1(SharpDX.DXGI.Adapter,SharpDX.Direct3D10.DriverType,System.IntPtr,SharpDX.Direct3D10.DeviceCreationFlags,SharpDX.Direct3D10.FeatureLevel,System.Int32,SharpDX.DXGI.SwapChainDescription@,SharpDX.DXGI.SwapChain@,SharpDX.Direct3D10.Device1@)">
            <summary>	
            <p>Create a Direct3D 10.1 device and a swap chain.</p>	
            </summary>	
            <param name="adapterRef"><dd>  <p>Pointer to a <strong><see cref="T:SharpDX.DXGI.Adapter"/></strong>.</p> </dd></param>	
            <param name="driverType"><dd>  <p>The type of driver for the device. See <strong><see cref="T:SharpDX.Direct3D10.DriverType"/></strong>.</p> </dd></param>	
            <param name="software"><dd>  <p>A handle to the DLL that implements a software rasterizer. Must be <strong><c>null</c></strong> if DriverType is non-software.  The HMODULE of a DLL can be obtained with LoadLibrary,  LoadLibraryEx,  or GetModuleHandle.</p> </dd></param>	
            <param name="flags"><dd>  <p>Optional. Device creation flags (see <strong><see cref="T:SharpDX.Direct3D10.DeviceCreationFlags"/></strong>) that  enable API layers. These flags can be bitwise OR'd together.</p> </dd></param>	
            <param name="hardwareLevel"><dd>  <p>The version of hardware that is available for acceleration (see <strong><see cref="T:SharpDX.Direct3D10.FeatureLevel"/></strong>).</p> </dd></param>	
            <param name="sDKVersion"><dd>  <p>Bit flag that indicates the version of the SDK. Should be <see cref="F:SharpDX.Direct3D10.D3D10.SdkVersion1"/>, defined in D3D10.h.</p> </dd></param>	
            <param name="swapChainDescRef"><dd>  <p>Description of the swap chain. See <strong><see cref="T:SharpDX.DXGI.SwapChainDescription"/></strong>.</p> </dd></param>	
            <param name="swapChainOut"><dd>  <p>Address of a reference to an <strong><see cref="T:SharpDX.DXGI.SwapChain"/></strong>.</p> </dd></param>	
            <param name="deviceOut"><dd>  <p>Address of a reference to an <strong><see cref="T:SharpDX.Direct3D10.Device1"/> Interface</strong> that will receive the newly created device.</p> </dd></param>	
            <returns><p>This method returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>To create a device without creating a swap chain, see <strong><see cref="M:SharpDX.Direct3D10.D3D10.CreateDevice1(SharpDX.DXGI.Adapter,SharpDX.Direct3D10.DriverType,System.IntPtr,SharpDX.Direct3D10.DeviceCreationFlags,SharpDX.Direct3D10.FeatureLevel,System.Int32,SharpDX.Direct3D10.Device1)"/></strong>.</p><p>This method requires Windows Vista Service Pack 1, Windows Server 2008, or later release of Windows.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10CreateDeviceAndSwapChain1']/*"/>	
            <msdn-id>bb694527</msdn-id>	
            <unmanaged>HRESULT D3D10CreateDeviceAndSwapChain1([In] IDXGIAdapter* pAdapter,[In] D3D10_DRIVER_TYPE DriverType,[In] HINSTANCE Software,[In] D3D10_CREATE_DEVICE_FLAG Flags,[In] D3D10_FEATURE_LEVEL1 HardwareLevel,[In] unsigned int SDKVersion,[In] DXGI_SWAP_CHAIN_DESC* pSwapChainDesc,[Out] IDXGISwapChain** ppSwapChain,[Out] ID3D10Device1** ppDevice)</unmanaged>	
            <unmanaged-short>D3D10CreateDeviceAndSwapChain1</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.D3D10.CreateDevice1(SharpDX.DXGI.Adapter,SharpDX.Direct3D10.DriverType,System.IntPtr,SharpDX.Direct3D10.DeviceCreationFlags,SharpDX.Direct3D10.FeatureLevel,System.Int32,SharpDX.Direct3D10.Device1)">
            <summary>	
            <p>Create a Direct3D 10.1 device that represents the display adapter.</p>	
            </summary>	
            <param name="adapterRef"><dd>  <p>Pointer to the display adapter (see <strong><see cref="T:SharpDX.DXGI.Adapter"/></strong>) when creating a hardware device; otherwise set this parameter to  <strong><c>null</c></strong>. If <strong><c>null</c></strong> is specified when creating a hardware device, Direct3D will use the first adapter enumerated  by <strong>EnumAdapters</strong>.</p> </dd></param>	
            <param name="driverType"><dd>  <p>The device-driver type (see <strong><see cref="T:SharpDX.Direct3D10.DriverType"/></strong>). The driver type determines the type of device you will create.</p> </dd></param>	
            <param name="software"><dd>  <p>This is set to <strong><c>null</c></strong> except for <see cref="F:SharpDX.Direct3D10.DriverType.Software"/> driver types.</p> </dd></param>	
            <param name="flags"><dd>  <p>Optional. Device creation flags (see <strong><see cref="T:SharpDX.Direct3D10.DeviceCreationFlags"/></strong>) that  enable API layers. These flags can be bitwise OR'd together.</p> </dd></param>	
            <param name="hardwareLevel"><dd>  <p>The version of hardware that is available for acceleration (see <strong><see cref="T:SharpDX.Direct3D10.FeatureLevel"/></strong>).</p> </dd></param>	
            <param name="sDKVersion"><dd>  <p>Bit flag that indicates the version of the SDK. Should be <see cref="F:SharpDX.Direct3D10.D3D10.SdkVersion1"/>, defined in D3D10.h.</p> </dd></param>	
            <param name="deviceOut"><dd>  <p>Address of a reference to the device created (see <strong><see cref="T:SharpDX.Direct3D10.Device1"/> Interface</strong>).</p> </dd></param>	
            <returns><p>This method returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>To create a device and a swap chain at the same time, see <strong><see cref="M:SharpDX.Direct3D10.D3D10.CreateDeviceAndSwapChain1(SharpDX.DXGI.Adapter,SharpDX.Direct3D10.DriverType,System.IntPtr,SharpDX.Direct3D10.DeviceCreationFlags,SharpDX.Direct3D10.FeatureLevel,System.Int32,SharpDX.DXGI.SwapChainDescription@,SharpDX.DXGI.SwapChain@,SharpDX.Direct3D10.Device1@)"/></strong>.</p><p>This method requires Windows Vista Service Pack 1, Windows Server 2008, or later release of Windows.</p><p>The object returned by <see cref="M:SharpDX.Direct3D10.D3D10.CreateDevice1(SharpDX.DXGI.Adapter,SharpDX.Direct3D10.DriverType,System.IntPtr,SharpDX.Direct3D10.DeviceCreationFlags,SharpDX.Direct3D10.FeatureLevel,System.Int32,SharpDX.Direct3D10.Device1)"/> implements the <see cref="T:SharpDX.ComObject"/> interface  and can be queried for other  interfaces the object supports. To retrieve the <strong><see cref="T:SharpDX.DXGI.Device"/></strong> interface of the object the following code could be used.</p><pre><code> <see cref="T:SharpDX.DXGI.Device"/> * pDXGIDevice;	
            hr = g_pd3dDevice-&gt;QueryInterface(__uuidof(<see cref="T:SharpDX.DXGI.Device"/>), (void **)&amp;pDXGIDevice); </code></pre>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10CreateDevice1']/*"/>	
            <msdn-id>bb694526</msdn-id>	
            <unmanaged>HRESULT D3D10CreateDevice1([In] IDXGIAdapter* pAdapter,[In] D3D10_DRIVER_TYPE DriverType,[In] HINSTANCE Software,[In] D3D10_CREATE_DEVICE_FLAG Flags,[In] D3D10_FEATURE_LEVEL1 HardwareLevel,[In] unsigned int SDKVersion,[Out, Fast] ID3D10Device1** ppDevice)</unmanaged>	
            <unmanaged-short>D3D10CreateDevice1</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.D3D10.CreateEffectPoolFromMemory(System.IntPtr,SharpDX.PointerSize,System.Int32,SharpDX.Direct3D10.Device,SharpDX.Direct3D10.EffectPool)">
            <summary>	
            <p>Create an effect pool (or shared memory location), to enable sharing variables between effects.</p>	
            </summary>	
            <param name="dataRef"><dd>  <p>A reference to a compiled effect.</p> </dd></param>	
            <param name="dataLength"><dd>  <p>Length of <em>pData</em>.</p> </dd></param>	
            <param name="fXFlags"><dd>  <p>Effect compile options.</p> </dd></param>	
            <param name="deviceRef"><dd>  <p>A reference to the device (see <strong><see cref="T:SharpDX.Direct3D10.Device"/> Interface</strong>).</p> </dd></param>	
            <param name="effectPoolOut"><dd>  <p>A reference to the <strong><see cref="T:SharpDX.Direct3D10.EffectPool"/> Interface</strong> that contains the effect pool.</p> </dd></param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>A pool is a shared location in memory. Effect variables that are located in a pool can be updated once, and the effect system will take care of updating each effect that uses that variable. To pool an effect variable, tell the effect to locate the variable in a pool when the effect is created, using a helper function such as <strong><see cref="M:SharpDX.Direct3D10.D3DX10.CreateEffectFromFile(System.String,SharpDX.Direct3D.ShaderMacro[],System.IntPtr,System.String,System.Int32,System.Int32,SharpDX.Direct3D10.Device,SharpDX.Direct3D10.EffectPool,System.IntPtr,SharpDX.Direct3D10.Effect@,SharpDX.Direct3D.Blob@,SharpDX.Result@)"/></strong>.</p><p>For help compiling an effect, see Compile an Effect (Direct3D 10).</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10CreateEffectPoolFromMemory']/*"/>	
            <msdn-id>bb205089</msdn-id>	
            <unmanaged>HRESULT D3D10CreateEffectPoolFromMemory([In] void* pData,[In] SIZE_T DataLength,[In] unsigned int FXFlags,[In] ID3D10Device* pDevice,[Out, Fast] ID3D10EffectPool** ppEffectPool)</unmanaged>	
            <unmanaged-short>D3D10CreateEffectPoolFromMemory</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.D3D10.CreateStateBlock(SharpDX.Direct3D10.Device,SharpDX.Direct3D10.StateBlockMask@,SharpDX.Direct3D10.StateBlock)">
            <summary>	
            <p>Create a state block.</p>	
            </summary>	
            <param name="deviceRef"><dd>  <p>The device for which the state block will be created.</p> </dd></param>	
            <param name="stateBlockMaskRef"><dd>  <p>Indicates which parts of the device state will be captured when calling <strong><see cref="M:SharpDX.Direct3D10.StateBlock.Capture"/></strong> and reapplied when calling <strong><see cref="M:SharpDX.Direct3D10.StateBlock.Apply"/></strong>. See remarks.</p> </dd></param>	
            <param name="stateBlockOut"><dd>  <p>Address of a reference to the buffer created (see <strong><see cref="T:SharpDX.Direct3D10.StateBlock"/> Interface</strong>).</p> </dd></param>	
            <returns><p>This method returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>A state block is a collection of device state, and is used for saving and restoring device state. Use a state-block mask to enable subsets of state for saving and restoring.</p><p>The <strong><see cref="T:SharpDX.Direct3D10.StateBlockMask"/></strong> structure can be filled manually or by using any of the D3D10StateBlockMaskXXX APIs. A state block mask can also be obtained by calling <strong><see cref="M:SharpDX.Direct3D10.EffectTechnique.ComputeStateBlockMask(SharpDX.Direct3D10.StateBlockMask@)"/></strong> or <strong><see cref="M:SharpDX.Direct3D10.EffectPass.ComputeStateBlockMask(SharpDX.Direct3D10.StateBlockMask@)"/></strong>.</p><table> <tr><td> <p>Differences between Direct3D 9 and Direct3D 10:</p> <p>In Direct3D 10, a state block object does not contain any valid information about the state of the device until <strong><see cref="M:SharpDX.Direct3D10.StateBlock.Capture"/></strong> is called. In Direct3D 9, state is saved in a state block object, when it is created.</p> </td></tr> </table><p>?</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10CreateStateBlock']/*"/>	
            <msdn-id>bb205090</msdn-id>	
            <unmanaged>HRESULT D3D10CreateStateBlock([In] ID3D10Device* pDevice,[In] D3D10_STATE_BLOCK_MASK* pStateBlockMask,[Out, Fast] ID3D10StateBlock** ppStateBlock)</unmanaged>	
            <unmanaged-short>D3D10CreateStateBlock</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.D3D10.CompileEffect10FromMemory(System.IntPtr,SharpDX.PointerSize,System.String,SharpDX.Direct3D.ShaderMacro[],System.IntPtr,SharpDX.D3DCompiler.ShaderFlags,SharpDX.D3DCompiler.EffectFlags,SharpDX.Direct3D.Blob@,SharpDX.Direct3D.Blob@)">
            <summary>	
            <p>Compile an effect.	
            </p><p><strong>Note</strong>??Use <strong>D3DX10CompileFromMemory</strong> instead of this function.</p>	
            </summary>	
            <param name="dataRef">No documentation.</param>	
            <param name="dataLength">No documentation.</param>	
            <param name="srcFileNameRef">No documentation.</param>	
            <param name="definesRef">No documentation.</param>	
            <param name="includeRef">No documentation.</param>	
            <param name="hLSLFlags">No documentation.</param>	
            <param name="fXFlags">No documentation.</param>	
            <param name="compiledEffectOut">No documentation.</param>	
            <param name="errorsOut">No documentation.</param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>This function uses the version of the HLSL compiler released in the November 2006 DirectX SDK.</p><p>For an example, see Compile an Effect (Direct3D 10).</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10CompileEffectFromMemory']/*"/>	
            <msdn-id>bb205083</msdn-id>	
            <unmanaged>HRESULT D3D10CompileEffectFromMemory([In] void* pData,[In] SIZE_T DataLength,[In] const char* pSrcFileName,[In, Buffer, Optional] const D3D_SHADER_MACRO* pDefines,[In] ID3DInclude* pInclude,[In] D3DCOMPILE_SHADER_FLAGS HLSLFlags,[In] D3DCOMPILE_EFFECT_FLAGS FXFlags,[In] ID3D10Blob** ppCompiledEffect,[In] ID3D10Blob** ppErrors)</unmanaged>	
            <unmanaged-short>D3D10CompileEffectFromMemory</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.D3D10.CreateEffectFromMemory(System.IntPtr,SharpDX.PointerSize,System.Int32,SharpDX.Direct3D10.Device,SharpDX.Direct3D10.EffectPool,SharpDX.Direct3D10.Effect)">
            <summary>	
            <p>Creates an <see cref="T:SharpDX.Direct3D10.Effect"/> from a buffer containing a compiled effect.</p>	
            </summary>	
            <param name="dataRef"><dd>  <p>A reference to a compiled effect.</p> </dd></param>	
            <param name="dataLength"><dd>  <p>Length of <em>pData</em>.</p> </dd></param>	
            <param name="fXFlags"><dd>  <p>Effect compile options.</p> </dd></param>	
            <param name="deviceRef"><dd>  <p>A reference to the device (see <strong><see cref="T:SharpDX.Direct3D10.Device"/> Interface</strong>).</p> </dd></param>	
            <param name="effectPoolRef"><dd>  <p>Optional. A reference to an memory space for effect variables that are shared across effects (see <strong><see cref="T:SharpDX.Direct3D10.EffectPool"/> Interface</strong>).</p> </dd></param>	
            <param name="effectOut"><dd>  <p>A reference to an <strong><see cref="T:SharpDX.Direct3D10.Effect"/> Interface</strong> which contains the created effect.</p> </dd></param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>This method is used to create an <strong><see cref="T:SharpDX.Direct3D10.Effect"/> Interface</strong> object from an effect that has been compiled before runtime and loaded into memory.   For help precompiling an effect, see Offline Compiling.   To load and compile an ASCII .fx file see Compile an Effect (Direct3D 10).</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10CreateEffectFromMemory']/*"/>	
            <msdn-id>bb205088</msdn-id>	
            <unmanaged>HRESULT D3D10CreateEffectFromMemory([In] void* pData,[In] SIZE_T DataLength,[In] unsigned int FXFlags,[In] ID3D10Device* pDevice,[In] ID3D10EffectPool* pEffectPool,[Out, Fast] ID3D10Effect** ppEffect)</unmanaged>	
            <unmanaged-short>D3D10CreateEffectFromMemory</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.D3D10.CreateDeviceAndSwapChain(SharpDX.DXGI.Adapter,SharpDX.Direct3D10.DriverType,System.IntPtr,SharpDX.Direct3D10.DeviceCreationFlags,System.Int32,SharpDX.DXGI.SwapChainDescription@,SharpDX.DXGI.SwapChain@,SharpDX.Direct3D10.Device@)">
            <summary>	
            <p>Create a Direct3D 10.0 device and a swap chain.</p>	
            </summary>	
            <param name="adapterRef"><dd>  <p>Pointer to a <strong><see cref="T:SharpDX.DXGI.Adapter"/></strong>.</p> </dd></param>	
            <param name="driverType"><dd>  <p>The type of driver for the device. See <strong><see cref="T:SharpDX.Direct3D10.DriverType"/></strong>.</p> </dd></param>	
            <param name="software"><dd>  <p>A handle to the DLL that implements a software rasterizer. Must be <strong><c>null</c></strong> if DriverType is non-software. The HMODULE of a DLL can be obtained with LoadLibrary, LoadLibraryEx, or GetModuleHandle.</p> </dd></param>	
            <param name="flags"><dd>  <p>Optional. Device creation flags (see <strong><see cref="T:SharpDX.Direct3D10.DeviceCreationFlags"/></strong>) that enable API layers. These flags can be bitwise OR'd together.</p> </dd></param>	
            <param name="sDKVersion"><dd>  <p>Bit flag that indicates the version of the SDK. Should be <see cref="F:SharpDX.Direct3D10.D3D10.SdkVersion"/>, defined in d3d10.h.</p> </dd></param>	
            <param name="swapChainDescRef"><dd>  <p>Description of the swap chain. See <strong><see cref="T:SharpDX.DXGI.SwapChainDescription"/></strong>.</p> </dd></param>	
            <param name="swapChainOut"><dd>  <p>Address of a reference to an <strong><see cref="T:SharpDX.DXGI.SwapChain"/></strong>.</p> </dd></param>	
            <param name="deviceOut"><dd>  <p>Address of a reference to an <strong><see cref="T:SharpDX.Direct3D10.Device"/> Interface</strong> that will receive the newly created device.</p> </dd></param>	
            <returns><p>This method returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>To create a device without creating a swap chain, see <strong><see cref="M:SharpDX.Direct3D10.D3D10.CreateDevice(SharpDX.DXGI.Adapter,SharpDX.Direct3D10.DriverType,System.IntPtr,SharpDX.Direct3D10.DeviceCreationFlags,System.Int32,SharpDX.Direct3D10.Device)"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10CreateDeviceAndSwapChain']/*"/>	
            <msdn-id>bb205087</msdn-id>	
            <unmanaged>HRESULT D3D10CreateDeviceAndSwapChain([In] IDXGIAdapter* pAdapter,[In] D3D10_DRIVER_TYPE DriverType,[In] HINSTANCE Software,[In] D3D10_CREATE_DEVICE_FLAG Flags,[In] unsigned int SDKVersion,[In] DXGI_SWAP_CHAIN_DESC* pSwapChainDesc,[Out] IDXGISwapChain** ppSwapChain,[Out] ID3D10Device** ppDevice)</unmanaged>	
            <unmanaged-short>D3D10CreateDeviceAndSwapChain</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.D3D10.CreateDevice(SharpDX.DXGI.Adapter,SharpDX.Direct3D10.DriverType,System.IntPtr,SharpDX.Direct3D10.DeviceCreationFlags,System.Int32,SharpDX.Direct3D10.Device)">
            <summary>	
            <p>Create a Direct3D 10.0 device that represents the display adapter.</p>	
            </summary>	
            <param name="adapterRef"><dd>  <p>Pointer to the display adapter (see <strong><see cref="T:SharpDX.DXGI.Adapter"/></strong>) when creating a hardware device; otherwise set this parameter to <strong><c>null</c></strong>.  If <strong><c>null</c></strong> is specified when creating a hardware device, Direct3D will use the first adapter enumerated by <strong>EnumAdapters</strong>.</p> </dd></param>	
            <param name="driverType"><dd>  <p>The device-driver type (see <strong><see cref="T:SharpDX.Direct3D10.DriverType"/></strong>). The driver type determines the type of device you will create.</p> </dd></param>	
            <param name="software"><dd>  <p>Reserved. Set to <strong><c>null</c></strong>.</p> </dd></param>	
            <param name="flags"><dd>  <p>Optional. Device creation flags (see <strong><see cref="T:SharpDX.Direct3D10.DeviceCreationFlags"/></strong>) that  enable API layers. These flags can be bitwise OR'd together.</p> </dd></param>	
            <param name="sDKVersion"><dd>  <p>Bit flag that indicates the version of the SDK. Should always be <see cref="F:SharpDX.Direct3D10.D3D10.SdkVersion"/>.</p> </dd></param>	
            <param name="deviceOut"><dd>  <p>Address of a reference to the device created (see <strong><see cref="T:SharpDX.Direct3D10.Device"/> Interface</strong>).</p> </dd></param>	
            <returns><p>This method returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>This example creates a reference device.</p><pre><code> <see cref="T:SharpDX.Direct3D10.Device"/>* g_pd3dDevice = <c>null</c>;	
            <see cref="M:SharpDX.Direct3D10.D3D10.CreateDevice(SharpDX.DXGI.Adapter,SharpDX.Direct3D10.DriverType,System.IntPtr,SharpDX.Direct3D10.DeviceCreationFlags,System.Int32,SharpDX.Direct3D10.Device)"/>( <c>null</c>, <see cref="F:SharpDX.Direct3D10.DriverType.Reference"/>, <c>null</c>, 0,  <see cref="F:SharpDX.Direct3D10.D3D10.SdkVersion"/>, &amp;g_pd3dDevice );              </code></pre><p>To create a device and a swap chain at the same time, see <strong><see cref="M:SharpDX.Direct3D10.D3D10.CreateDeviceAndSwapChain(SharpDX.DXGI.Adapter,SharpDX.Direct3D10.DriverType,System.IntPtr,SharpDX.Direct3D10.DeviceCreationFlags,System.Int32,SharpDX.DXGI.SwapChainDescription@,SharpDX.DXGI.SwapChain@,SharpDX.Direct3D10.Device@)"/></strong>.</p><p>The object returned by <see cref="M:SharpDX.Direct3D10.D3D10.CreateDevice(SharpDX.DXGI.Adapter,SharpDX.Direct3D10.DriverType,System.IntPtr,SharpDX.Direct3D10.DeviceCreationFlags,System.Int32,SharpDX.Direct3D10.Device)"/> implements the <see cref="T:SharpDX.ComObject"/> interface and can be queried for other  interfaces the object supports. To retrieve the <strong><see cref="T:SharpDX.DXGI.Device"/></strong> interface of the object the following code could be used.</p><pre><code> <see cref="T:SharpDX.DXGI.Device"/> * pDXGIDevice;	
            hr = g_pd3dDevice-&gt;QueryInterface(__uuidof(<see cref="T:SharpDX.DXGI.Device"/>), (void **)&amp;pDXGIDevice); </code></pre>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10CreateDevice']/*"/>	
            <msdn-id>bb205086</msdn-id>	
            <unmanaged>HRESULT D3D10CreateDevice([In] IDXGIAdapter* pAdapter,[In] D3D10_DRIVER_TYPE DriverType,[In] HINSTANCE Software,[In] D3D10_CREATE_DEVICE_FLAG Flags,[In] unsigned int SDKVersion,[Out, Fast] ID3D10Device** ppDevice)</unmanaged>	
            <unmanaged-short>D3D10CreateDevice</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.D3D10.GetVertexShaderProfile(SharpDX.Direct3D10.Device)">
            <summary>	
            <p>Get the vertex shader profile best suited to a given device.</p>	
            </summary>	
            <param name="deviceRef">No documentation.</param>	
            <returns><p>The shader profile.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10GetVertexShaderProfile']/*"/>	
            <msdn-id>bb205099</msdn-id>	
            <unmanaged>const char* D3D10GetVertexShaderProfile([In] ID3D10Device* pDevice)</unmanaged>	
            <unmanaged-short>D3D10GetVertexShaderProfile</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.D3D10.GetGeometryShaderProfile(SharpDX.Direct3D10.Device)">
            <summary>	
            <p>Get the geometry shader profile best suited to a given device.</p>	
            </summary>	
            <param name="deviceRef">No documentation.</param>	
            <returns><p>The shader profile.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10GetGeometryShaderProfile']/*"/>	
            <msdn-id>bb205093</msdn-id>	
            <unmanaged>const char* D3D10GetGeometryShaderProfile([In] ID3D10Device* pDevice)</unmanaged>	
            <unmanaged-short>D3D10GetGeometryShaderProfile</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.D3D10.GetPixelShaderProfile(SharpDX.Direct3D10.Device)">
            <summary>	
            <p>Get the pixel shader profile best suited to a given device.</p>	
            </summary>	
            <param name="deviceRef">No documentation.</param>	
            <returns><p>The shader profile.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10GetPixelShaderProfile']/*"/>	
            <msdn-id>bb205097</msdn-id>	
            <unmanaged>const char* D3D10GetPixelShaderProfile([In] ID3D10Device* pDevice)</unmanaged>	
            <unmanaged-short>D3D10GetPixelShaderProfile</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.D3DX10">
            <summary>	
            Functions	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='SharpDX.Direct3D10.D3DX10']/*"/>	
        </member>
        <member name="M:SharpDX.Direct3D10.D3DX10.GetFeatureLevel1(SharpDX.Direct3D10.Device,SharpDX.Direct3D10.Device1@)">
            <summary>	
            <p>Get a Direct3D 10.1 device interface reference from a Direct3D 10.0 interface reference.</p>	
            </summary>	
            <param name="deviceRef"><dd>  <p>Pointer to the Direct3D 10.0 device (see the <strong><see cref="T:SharpDX.Direct3D10.Device"/></strong> interface).</p> </dd></param>	
            <param name="device1Out"><dd>  <p>Pointer to the Direct3D 10.1 device (see the <strong><see cref="T:SharpDX.Direct3D10.Device1"/></strong> interface).</p> </dd></param>	
            <returns><p>This function returns one of the following Direct3D 10 Return Codes.  If a Direct3D 10.1 device interface can be acquired, this function succeeds and passes a reference to the 10.1 interface using the <em>ppDevice</em> parameter. If a Direct3D 10.1 device interface cannot be acquired, this function returns E_FAIL, and will not return anything for the <em>ppDevice</em> parameter.</p></returns>	
            <remarks>	
            <p>For this function to succeed, you must have acquired the supplied <strong><see cref="T:SharpDX.Direct3D10.Device"/></strong> reference using a call to the <strong><see cref="M:SharpDX.Direct3D10.D3DX10.CreateDevice(SharpDX.DXGI.Adapter,SharpDX.Direct3D10.DriverType,System.IntPtr,System.Int32,SharpDX.Direct3D10.Device@)"/></strong> function, the <strong><see cref="M:SharpDX.Direct3D10.D3DX10.CreateDeviceAndSwapChain(SharpDX.DXGI.Adapter,SharpDX.Direct3D10.DriverType,System.IntPtr,System.Int32,SharpDX.DXGI.SwapChainDescription@,SharpDX.DXGI.SwapChain@,SharpDX.Direct3D10.Device@)"/></strong> function, the <strong><see cref="M:SharpDX.Direct3D10.D3D10.CreateDevice1(SharpDX.DXGI.Adapter,SharpDX.Direct3D10.DriverType,System.IntPtr,SharpDX.Direct3D10.DeviceCreationFlags,SharpDX.Direct3D10.FeatureLevel,System.Int32,SharpDX.Direct3D10.Device1)"/></strong> function, or the <strong><see cref="M:SharpDX.Direct3D10.D3D10.CreateDeviceAndSwapChain1(SharpDX.DXGI.Adapter,SharpDX.Direct3D10.DriverType,System.IntPtr,SharpDX.Direct3D10.DeviceCreationFlags,SharpDX.Direct3D10.FeatureLevel,System.Int32,SharpDX.DXGI.SwapChainDescription@,SharpDX.DXGI.SwapChain@,SharpDX.Direct3D10.Device1@)"/></strong> function.</p><p>You can only create a Direct3D 10.1 device on computers running Windows Vista Service Pack 1 or later, and with Direct3D 10.1-compatible hardware installed. This function will return E_FAIL on any computer not meeting these requirements.	
            However, you can call this function on any version of Windows that has the D3DX10 DLL installed.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10GetFeatureLevel1']/*"/>	
            <msdn-id>bb694539</msdn-id>	
            <unmanaged>HRESULT D3DX10GetFeatureLevel1([In] ID3D10Device* pDevice,[In] ID3D10Device1** ppDevice1)</unmanaged>	
            <unmanaged-short>D3DX10GetFeatureLevel1</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.D3DX10.CreateFont(SharpDX.Direct3D10.Device,System.Int32,System.Int32,System.Int32,System.Int32,SharpDX.Bool,System.Int32,System.Int32,System.Int32,System.Int32,System.String,SharpDX.Direct3D10.Font)">
            <summary>	
            <p>Creates a font object for a device and font.</p>	
            </summary>	
            <param name="deviceRef"><dd>  <p>Pointer to an <see cref="T:SharpDX.Direct3D10.Device"/> interface, the device to be associated with the font object.</p> </dd></param>	
            <param name="height"><dd>  <p>The height of the characters in logical units.</p> </dd></param>	
            <param name="width"><dd>  <p>The width of the characters in logical units.</p> </dd></param>	
            <param name="weight"><dd>  <p>Typeface weight. One example is bold.</p> </dd></param>	
            <param name="mipLevels"><dd>  <p>The number of mipmap levels.</p> </dd></param>	
            <param name="italic"><dd>  <p>True for italic font, false otherwise.</p> </dd></param>	
            <param name="charSet"><dd>  <p>The character set of the font.</p> </dd></param>	
            <param name="outputPrecision"><dd>  <p>Specifies how Windows should attempt to match the desired font sizes and characteristics with actual fonts. Use OUT_TT_ONLY_PRECIS for instance, to ensure that you always get a TrueType font.</p> </dd></param>	
            <param name="quality"><dd>  <p>Specifies how Windows should match the desired font with a real font. It applies to raster fonts only and should not affect TrueType fonts.</p> </dd></param>	
            <param name="pitchAndFamily"><dd>  <p>Pitch and family index.</p> </dd></param>	
            <param name="faceNameRef"><dd>  <p>String containing the typeface name. If the compiler settings require Unicode, the data type LPCTSTR resolves to LPCWSTR. Otherwise, the data type resolves to LPCSTR. See Remarks. </p> </dd></param>	
            <param name="fontOut"><dd>  <p>Returns a reference to an <see cref="T:SharpDX.Direct3D10.Font"/> interface, representing the created font object.</p> </dd></param>	
            <returns><p>If the function succeeds, the return value is <see cref="F:SharpDX.Result.Ok"/>. If the function fails, the return value can be one of the following: <see cref="!:SharpDX.Direct3D9.ResultCode.InvalidCall"/>, D3DXERR_INVALIDDATA, E_OUTOFMEMORY.</p></returns>	
            <remarks>	
            <p>The compiler setting also determines the function version. If Unicode is defined, the function call resolves to <see cref="!:SharpDX.Direct3D9.D3DX9.CreateFont"/>. Otherwise, the function call resolves to D3DXCreateFontA because ANSI strings are being used.</p><p>If you want more information about font parameters, see The Logical Font.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10CreateFontW']/*"/>	
            <msdn-id>bb172664</msdn-id>	
            <unmanaged>HRESULT D3DX10CreateFontW([In] ID3D10Device* pDevice,[In] int Height,[In] unsigned int Width,[In] unsigned int Weight,[In] unsigned int MipLevels,[In] BOOL Italic,[In] unsigned int CharSet,[In] unsigned int OutputPrecision,[In] unsigned int Quality,[In] unsigned int PitchAndFamily,[In] const wchar_t* pFaceName,[Out, Fast] ID3DX10Font** ppFont)</unmanaged>	
            <unmanaged-short>D3DX10CreateFontW</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.D3DX10.CreateFontIndirect(SharpDX.Direct3D10.Device,SharpDX.Direct3D10.FontDescription@,SharpDX.Direct3D10.Font)">
            <summary>	
            <p>Creates a font object.</p>	
            </summary>	
            <param name="deviceRef"><dd>  <p>Pointer to an <strong><see cref="T:SharpDX.Direct3D10.Device"/> Interface</strong> interface.</p> </dd></param>	
            <param name="descRef"><dd>  <p>Pointer to a <strong><see cref="T:SharpDX.Direct3D10.FontDescription"/></strong> structure, describing the attributes of the font object to create. If Unicode is defined, the function call resolves to <see cref="!:SharpDX.Direct3D9.D3DX9.CreateFontIndirect"/>. Otherwise, the function call resolves to D3DXCreateFontIndirectA because ANSI strings are being used.</p> </dd></param>	
            <param name="fontOut"><dd>  <p>Returns a reference to an <strong><see cref="T:SharpDX.Direct3D10.Font"/> Interface</strong>.</p> </dd></param>	
            <returns><p>The return value is one of the values listed in Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10CreateFontIndirectW']/*"/>	
            <msdn-id>bb172665</msdn-id>	
            <unmanaged>HRESULT D3DX10CreateFontIndirectW([In] ID3D10Device* pDevice,[In] const D3DX10_FONT_DESCW* pDesc,[Out, Fast] ID3DX10Font** ppFont)</unmanaged>	
            <unmanaged-short>D3DX10CreateFontIndirectW</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.D3DX10.CreateDeviceAndSwapChain(SharpDX.DXGI.Adapter,SharpDX.Direct3D10.DriverType,System.IntPtr,System.Int32,SharpDX.DXGI.SwapChainDescription@,SharpDX.DXGI.SwapChain@,SharpDX.Direct3D10.Device@)">
            <summary>	
            <p>Create the best Direct3D device and a swap chain.</p>	
            </summary>	
            <param name="adapterRef"><dd>  <p>Pointer to a <strong><see cref="T:SharpDX.DXGI.Adapter"/></strong>.</p> </dd></param>	
            <param name="driverType"><dd>  <p>The type of driver for the device. See <strong><see cref="T:SharpDX.Direct3D10.DriverType"/></strong>.</p> </dd></param>	
            <param name="software"><dd>  <p>A handle to the DLL that implements a software rasterizer. Must be <strong><c>null</c></strong> if DriverType is non-software. The HMODULE of a DLL can be obtained with LoadLibrary, LoadLibraryEx, or GetModuleHandle.</p> </dd></param>	
            <param name="flags"><dd>  <p>Optional. Device creation flags (see <strong><see cref="T:SharpDX.Direct3D10.DeviceCreationFlags"/></strong>) that enable API layers. These flags can be bitwise OR'd together.</p> </dd></param>	
            <param name="swapChainDescRef"><dd>  <p>Description of the swap chain. See <strong><see cref="T:SharpDX.DXGI.SwapChainDescription"/></strong>.</p> </dd></param>	
            <param name="swapChainOut"><dd>  <p>Address of a reference to an <strong><see cref="T:SharpDX.DXGI.SwapChain"/></strong>.</p> </dd></param>	
            <param name="deviceOut"><dd>  <p>Address of a reference to an <strong><see cref="T:SharpDX.Direct3D10.Device"/> Interface</strong> that will receive the newly created device.</p> </dd></param>	
            <returns><p>This method returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>To create the best device, this method implements more than one device creation option. First, the method attempts to create a 10.1 device (and swap chain). If that fails, the method attempts to create a 10.0 device. If that fails, the method will fail. If your application needs to create only a 10.1 device, or a 10.0 device only, use these APIs instead:</p><ul> <li>Use <strong><see cref="M:SharpDX.Direct3D10.D3D10.CreateDeviceAndSwapChain(SharpDX.DXGI.Adapter,SharpDX.Direct3D10.DriverType,System.IntPtr,SharpDX.Direct3D10.DeviceCreationFlags,System.Int32,SharpDX.DXGI.SwapChainDescription@,SharpDX.DXGI.SwapChain@,SharpDX.Direct3D10.Device@)"/></strong> to create a Direct3D 10.0 (only) device and swap chain.</li> <li>Use <strong><see cref="M:SharpDX.Direct3D10.D3D10.CreateDeviceAndSwapChain1(SharpDX.DXGI.Adapter,SharpDX.Direct3D10.DriverType,System.IntPtr,SharpDX.Direct3D10.DeviceCreationFlags,SharpDX.Direct3D10.FeatureLevel,System.Int32,SharpDX.DXGI.SwapChainDescription@,SharpDX.DXGI.SwapChain@,SharpDX.Direct3D10.Device1@)"/></strong> to create a Direct3D 10.1 (only) device and swap chain.</li> </ul><p>This method requires Windows Vista Service Pack 1.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10CreateDeviceAndSwapChain']/*"/>	
            <msdn-id>bb694538</msdn-id>	
            <unmanaged>HRESULT D3DX10CreateDeviceAndSwapChain([In] IDXGIAdapter* pAdapter,[In] D3D10_DRIVER_TYPE DriverType,[In] HINSTANCE Software,[In] unsigned int Flags,[In] DXGI_SWAP_CHAIN_DESC* pSwapChainDesc,[In] IDXGISwapChain** ppSwapChain,[In] ID3D10Device** ppDevice)</unmanaged>	
            <unmanaged-short>D3DX10CreateDeviceAndSwapChain</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.D3DX10.CreateSprite(SharpDX.Direct3D10.Device,System.Int32,SharpDX.Direct3D10.Sprite)">
            <summary>	
            <p>Create a sprite for drawing a 2D texture.</p>	
            </summary>	
            <param name="deviceRef"><dd>  <p>A reference to the device (see <strong><see cref="T:SharpDX.Direct3D10.Device"/> Interface</strong>) that will draw the sprite.</p> </dd></param>	
            <param name="cDeviceBufferSize"><dd>  <p>The size of the vertex buffer, in number of sprites, that will be sent to the device when <strong><see cref="M:SharpDX.Direct3D10.Sprite.Flush"/></strong> or <strong><see cref="M:SharpDX.Direct3D10.Sprite.DrawSpritesImmediate(SharpDX.Direct3D10.SpriteInstance[],System.Int32,System.Int32,System.Int32)"/></strong> is called. This should be a small number if you know you will be rendering a small number of sprites at a time (to save memory) and a large number if you know you will be rendering a large number of sprites at a time. The maximum value is 4096. If 0 is specified, the vertex buffer size will automatically be set to 4096.</p> </dd></param>	
            <param name="spriteOut"><dd>  <p>The address of a reference to a sprite interface (see <strong><see cref="T:SharpDX.Direct3D10.Sprite"/> Interface</strong>).</p> </dd></param>	
            <returns><p>If the function succeeds, the return value is <see cref="F:SharpDX.Result.Ok"/>. If the function fails, the return value can be one of the following: <see cref="!:SharpDX.Direct3D9.ResultCode.InvalidCall"/>, E_OUTOFMEMORY.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10CreateSprite']/*"/>	
            <msdn-id>bb172670</msdn-id>	
            <unmanaged>HRESULT D3DX10CreateSprite([In] ID3D10Device* pDevice,[In] unsigned int cDeviceBufferSize,[Out, Fast] ID3DX10Sprite** ppSprite)</unmanaged>	
            <unmanaged-short>D3DX10CreateSprite</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.D3DX10.CheckVersion(System.Int32,System.Int32)">
            <summary>	
            <p>Verify that the version of D3DX you compiled with is the version that you are running.</p>	
            </summary>	
            <param name="d3DSdkVersion"><dd>  <p>Use <see cref="F:SharpDX.Direct3D10.D3D10.SdkVersion"/>. See remarks.</p> </dd></param>	
            <param name="d3DX10SdkVersion"><dd>  <p>Use D3DX10_SDK_VERSION. See remarks.</p> </dd></param>	
            <returns><p>If the version doesn't match, the function will return <see cref="F:SharpDX.Result.False"/> (a number less than or equal to 0, the number itself has no meaning).</p></returns>	
            <remarks>	
            <p>Use this function during the initialization of your application.</p><pre><code> <see cref="T:SharpDX.Result"/> hr; if( FAILED( <see cref="M:SharpDX.Direct3D10.D3DX10.CheckVersion(System.Int32,System.Int32)"/>(<see cref="F:SharpDX.Direct3D10.D3D10.SdkVersion"/>, D3DX10_SDK_VERSION) ) ) return E_FAIL;	
            </code></pre>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10CheckVersion']/*"/>	
            <msdn-id>bb172639</msdn-id>	
            <unmanaged>HRESULT D3DX10CheckVersion([In] unsigned int D3DSdkVersion,[In] unsigned int D3DX10SdkVersion)</unmanaged>	
            <unmanaged-short>D3DX10CheckVersion</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.D3DX10.CreateDevice(SharpDX.DXGI.Adapter,SharpDX.Direct3D10.DriverType,System.IntPtr,System.Int32,SharpDX.Direct3D10.Device@)">
            <summary>	
            <p>Create the best Direct3D 10 device that represents the display adapter.  If a Direct3D 10.1-compatible device can be created, it will be possible to acquire an <strong><see cref="T:SharpDX.Direct3D10.Device1"/> Interface</strong> reference from the returned device interface reference.</p>	
            </summary>	
            <param name="adapterRef">No documentation.</param>	
            <param name="driverType">No documentation.</param>	
            <param name="software">No documentation.</param>	
            <param name="flags">No documentation.</param>	
            <param name="deviceOut">No documentation.</param>	
            <returns><p>This function returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>This function attempts to create the best device for the hardware. First, the function attempts to create a 10.1 device. If a 10.1 device cannot be created, the function attempts to create a 10.0 device. If neither device is successfully created, the function returns E_FAIL.</p><p>If your application needs to create only a 10.1 device, or a 10.0 device only, use the following functions instead:</p><ul> <li>Use the <strong><see cref="M:SharpDX.Direct3D10.D3D10.CreateDevice(SharpDX.DXGI.Adapter,SharpDX.Direct3D10.DriverType,System.IntPtr,SharpDX.Direct3D10.DeviceCreationFlags,System.Int32,SharpDX.Direct3D10.Device)"/></strong> function to create a Direct3D 10.0 device only.</li> <li>Use the <strong><see cref="M:SharpDX.Direct3D10.D3D10.CreateDevice1(SharpDX.DXGI.Adapter,SharpDX.Direct3D10.DriverType,System.IntPtr,SharpDX.Direct3D10.DeviceCreationFlags,SharpDX.Direct3D10.FeatureLevel,System.Int32,SharpDX.Direct3D10.Device1)"/></strong> function to create a Direct3D 10.1 device only.</li> <li>Use the <strong><see cref="M:SharpDX.Direct3D10.D3DX10.GetFeatureLevel1(SharpDX.Direct3D10.Device,SharpDX.Direct3D10.Device1@)"/></strong> function to get an <strong><see cref="T:SharpDX.Direct3D10.Device1"/></strong> interface reference from an <strong><see cref="T:SharpDX.Direct3D10.Device"/></strong> interface reference.</li> </ul><p>A Direct3D 10.1 device can only be created on computers running Windows Vista Service Pack 1 or later, and with Direct3D 10.1-compatible hardware installed. However, it is legal to call this function on computers running any version of Windows that has the D3DX10 DLL installed.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10CreateDevice']/*"/>	
            <msdn-id>bb694537</msdn-id>	
            <unmanaged>HRESULT D3DX10CreateDevice([In] IDXGIAdapter* pAdapter,[In] D3D10_DRIVER_TYPE DriverType,[In] HINSTANCE Software,[In] unsigned int Flags,[In] ID3D10Device** ppDevice)</unmanaged>	
            <unmanaged-short>D3DX10CreateDevice</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.D3DX10.CreateShaderResourceViewFromFile(SharpDX.Direct3D10.Device,System.String,System.Nullable{SharpDX.Direct3D10.ImageLoadInformation},System.IntPtr,SharpDX.Direct3D10.ShaderResourceView@,SharpDX.Result@)">
            <summary>	
            <p>Create a shader-resource view from a file.</p>	
            </summary>	
            <param name="deviceRef"><dd>  <p>A reference to the device (see <strong><see cref="T:SharpDX.Direct3D10.Device"/> Interface</strong>) that will use the resource.</p> </dd></param>	
            <param name="srcFileRef"><dd>  <p>Name of the file that contains the shader-resource view. If the compiler settings require Unicode, the data type LPCTSTR resolves to LPCWSTR. Otherwise, the data type resolves to LPCSTR.</p> </dd></param>	
            <param name="loadInfoRef"><dd>  <p>Optional. Identifies the characteristics of a texture (see <strong><see cref="T:SharpDX.Direct3D10.ImageLoadInformation"/></strong>) when the data processor is created; set this to <strong><c>null</c></strong> to read the characteristics of a texture when the texture is loaded.</p> </dd></param>	
            <param name="pumpRef"><dd>  <p>Pointer to a thread-pump interface (see <strong><see cref="T:System.IntPtr"/> Interface</strong>). If <strong><c>null</c></strong> is specified, this function will behave synchronously and will not return until it is finished.</p> </dd></param>	
            <param name="shaderResourceViewOut"><dd>  <p>Address of a reference to the shader-resource view (see <strong><see cref="T:SharpDX.Direct3D10.ShaderResourceView"/> Interface</strong>).</p> </dd></param>	
            <param name="hResultRef"><dd>  <p>A reference to the return value. May be <strong><c>null</c></strong>. If <em>pPump</em> is not <strong><c>null</c></strong>, then <em>pHResult</em> must be a valid memory location until the asynchronous execution completes.</p> </dd></param>	
            <returns><p>The return value is one of the values listed in Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10CreateShaderResourceViewFromFileW']/*"/>	
            <msdn-id>bb172667</msdn-id>	
            <unmanaged>HRESULT D3DX10CreateShaderResourceViewFromFileW([In] ID3D10Device* pDevice,[In] const wchar_t* pSrcFile,[In, Optional] D3DX10_IMAGE_LOAD_INFO* pLoadInfo,[In] ID3DX10ThreadPump* pPump,[In] ID3D10ShaderResourceView** ppShaderResourceView,[Out] HRESULT* pHResult)</unmanaged>	
            <unmanaged-short>D3DX10CreateShaderResourceViewFromFileW</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.D3DX10.SaveTextureToFile(SharpDX.Direct3D10.Resource,SharpDX.Direct3D10.ImageFileFormat,System.String)">
            <summary>	
            <p>Save a texture to a file.</p>	
            </summary>	
            <param name="srcTextureRef"><dd>  <p>Pointer to the texture to be saved. See <strong><see cref="T:SharpDX.Direct3D10.Resource"/> Interface</strong>.</p> </dd></param>	
            <param name="destFormat"><dd>  <p>The format the texture will be saved as (see <strong><see cref="T:SharpDX.Direct3D10.ImageFileFormat"/></strong>). <see cref="F:SharpDX.Direct3D10.ImageFileFormat.Dds"/> is the preferred format since it is the only option that supports all the formats in <strong><see cref="T:SharpDX.DXGI.Format"/></strong>.</p> </dd></param>	
            <param name="destFileRef"><dd>  <p>Name of the destination output file where the texture will be saved.  If the compiler settings require Unicode, the data type LPCTSTR resolves to LPCWSTR. Otherwise, the data type resolves to LPCSTR.</p> </dd></param>	
            <returns><p>The return value is one of the values listed in Direct3D 10 Return Codes; use the return value to see if the <em>DestFormat</em> is supported.</p></returns>	
            <remarks>	
            <p><strong><see cref="M:SharpDX.Direct3D10.D3DX10.SaveTextureToFile(SharpDX.Direct3D10.Resource,SharpDX.Direct3D10.ImageFileFormat,System.String)"/></strong> writes out the extra <strong>DDS_HEADER_DXT10</strong> structure for the input texture only if necessary (for example, because the input texture is in standard RGB (sRGB) format). If <strong><see cref="M:SharpDX.Direct3D10.D3DX10.SaveTextureToFile(SharpDX.Direct3D10.Resource,SharpDX.Direct3D10.ImageFileFormat,System.String)"/></strong> writes out the <strong>DDS_HEADER_DXT10</strong> structure, it sets the <strong>dwFourCC</strong> member of the <strong>DDS_PIXELFORMAT</strong> structure for the texture to <strong>DX10</strong> to indicate the prescense of the <strong>DDS_HEADER_DXT10</strong> extended header.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10SaveTextureToFileW']/*"/>	
            <msdn-id>bb172684</msdn-id>	
            <unmanaged>HRESULT D3DX10SaveTextureToFileW([In] ID3D10Resource* pSrcTexture,[In] D3DX10_IMAGE_FILE_FORMAT DestFormat,[In] const wchar_t* pDestFile)</unmanaged>	
            <unmanaged-short>D3DX10SaveTextureToFileW</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.D3DX10.ComputeNormalMap(SharpDX.Direct3D10.Texture2D,SharpDX.Direct3D10.NormalMapFlags,SharpDX.Direct3D10.Channel,System.Single,SharpDX.Direct3D10.Texture2D)">
            <summary>	
            <p>Converts a height map into a normal map. The (x,y,z) components of each normal are mapped to the (r,g,b) channels of the output texture.</p>	
            </summary>	
            <param name="srcTextureRef"><dd>  <p>Pointer to an <see cref="T:SharpDX.Direct3D10.Texture2D"/> interface, representing the source height-map texture.</p> </dd></param>	
            <param name="flags"><dd>  <p>One or more <see cref="!:SharpDX.Direct3D9.NormalMapFlags"/> flags that control generation of normal maps.</p> </dd></param>	
            <param name="channel"><dd>  <p>One <see cref="!:SharpDX.Direct3D9.Channel"/> flag specifying the source of height information.</p> </dd></param>	
            <param name="amplitude"><dd>  <p>Constant value multiplier that increases (or decreases) the values in the normal map. Higher values usually make bumps more visible, lower values usually make bumps less visible.</p> </dd></param>	
            <param name="destTextureRef"><dd>  <p>Pointer to an <see cref="T:SharpDX.Direct3D10.Texture2D"/> interface, representing the destination texture.</p> </dd></param>	
            <returns><p>If the function succeeds, the return value is <see cref="!:SharpDX.Direct3D9.ResultCode.Success"/>. If the function fails, the return value can be the following value: <see cref="!:SharpDX.Direct3D9.ResultCode.InvalidCall"/>.</p></returns>	
            <remarks>	
            <p>This method computes the normal by using the central difference with a kernel size of 3x3. RGB channels in the destination contain biased (x,y,z) components of the normal. The central differencing denominator is hardcoded to 2.0.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10ComputeNormalMap']/*"/>	
            <msdn-id>bb172646</msdn-id>	
            <unmanaged>HRESULT D3DX10ComputeNormalMap([In] ID3D10Texture2D* pSrcTexture,[In] D3DX10_NORMALMAP_FLAG Flags,[In] D3DX10_CHANNEL_FLAG Channel,[In] float Amplitude,[In] ID3D10Texture2D* pDestTexture)</unmanaged>	
            <unmanaged-short>D3DX10ComputeNormalMap</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.D3DX10.GetImageInfoFromMemory(System.IntPtr,SharpDX.PointerSize,System.IntPtr,SharpDX.Direct3D10.ImageInformation@,SharpDX.Result@)">
            <summary>	
            <p>Get information about an image already loaded into memory.</p>	
            </summary>	
            <param name="srcDataRef"><dd>  <p>Pointer to the image in memory.</p> </dd></param>	
            <param name="srcDataSize"><dd>  <p>Size of the image in memory, in bytes.</p> </dd></param>	
            <param name="pumpRef"><dd>  <p>Optional thread pump that can be used to load the info asynchronously. Can be <strong><c>null</c></strong>. See <strong><see cref="T:System.IntPtr"/></strong>.</p> </dd></param>	
            <param name="srcInfoRef"><dd>  <p>Information about the image in memory.</p> </dd></param>	
            <param name="hResultRef"><dd>  <p>A reference to the return value. May be <strong><c>null</c></strong>. If <em>pPump</em> is not <strong><c>null</c></strong>, then <em>pHResult</em> must be a valid memory location until the asynchronous execution completes.</p> </dd></param>	
            <returns><p>The return value is one of the values listed in Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10GetImageInfoFromMemory']/*"/>	
            <msdn-id>bb172678</msdn-id>	
            <unmanaged>HRESULT D3DX10GetImageInfoFromMemory([In] const void* pSrcData,[In] SIZE_T SrcDataSize,[In] ID3DX10ThreadPump* pPump,[In] D3DX10_IMAGE_INFO* pSrcInfo,[Out] HRESULT* pHResult)</unmanaged>	
            <unmanaged-short>D3DX10GetImageInfoFromMemory</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.D3DX10.GetImageInfoFromResource(System.IntPtr,System.String,System.IntPtr,SharpDX.Direct3D10.ImageInformation@,SharpDX.Result@)">
            <summary>	
            <p>Retrieves information about a given image in a resource.</p>	
            </summary>	
            <param name="hSrcModule"><dd>  <p>Module where the resource is loaded. Set this parameter to <strong><c>null</c></strong> to specify the module associated with the image that the operating system used to create the current process.</p> </dd></param>	
            <param name="srcResourceRef"><dd>  <p>Pointer to a string that specifies the filename. If the compiler settings require Unicode, the data type LPCTSTR resolves to LPCWSTR. Otherwise, the data type resolves to LPCSTR. See Remarks.</p> </dd></param>	
            <param name="pumpRef"><dd>  <p>Optional thread pump that can be used to load the info asynchronously. Can be <strong><c>null</c></strong>. See <strong><see cref="T:System.IntPtr"/></strong>.</p> </dd></param>	
            <param name="srcInfoRef"><dd>  <p>Pointer to a <see cref="T:SharpDX.Direct3D10.ImageInformation"/> structure to be filled with the description of the data in the source file.</p> </dd></param>	
            <param name="hResultRef"><dd>  <p>A reference to the return value. May be <strong><c>null</c></strong>. If <em>pPump</em> is not <strong><c>null</c></strong>, then <em>pHResult</em> must be a valid memory location until the asynchronous execution completes.</p> </dd></param>	
            <returns><p>If the function succeeds, the return value is <see cref="!:SharpDX.Direct3D9.ResultCode.Success"/>. If the function fails, the return value can be the following: <see cref="!:SharpDX.Direct3D9.ResultCode.InvalidCall"/></p></returns>	
            <remarks>	
            <p>The compiler setting also determines the function version. If Unicode is defined, the function call resolves to <see cref="M:SharpDX.Direct3D10.D3DX10.GetImageInfoFromResource(System.IntPtr,System.String,System.IntPtr,SharpDX.Direct3D10.ImageInformation@,SharpDX.Result@)"/>. Otherwise, the function call resolves to D3DX10GetImageInfoFromResourceA because ANSI strings are being used.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10GetImageInfoFromResourceW']/*"/>	
            <msdn-id>bb172679</msdn-id>	
            <unmanaged>HRESULT D3DX10GetImageInfoFromResourceW([In] HINSTANCE hSrcModule,[In] const wchar_t* pSrcResource,[In] ID3DX10ThreadPump* pPump,[In] D3DX10_IMAGE_INFO* pSrcInfo,[Out] HRESULT* pHResult)</unmanaged>	
            <unmanaged-short>D3DX10GetImageInfoFromResourceW</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.D3DX10.CreateTextureFromFile(SharpDX.Direct3D10.Device,System.String,System.Nullable{SharpDX.Direct3D10.ImageLoadInformation},System.IntPtr,System.IntPtr@,SharpDX.Result@)">
            <summary>	
            <p>Create a texture resource from a file.</p>	
            </summary>	
            <param name="deviceRef"><dd>  <p>A reference to the device (see <strong><see cref="T:SharpDX.Direct3D10.Device"/> Interface</strong>) that will use the resource.</p> </dd></param>	
            <param name="srcFileRef"><dd>  <p>The name of the file containing the resource. If the compiler settings require Unicode, the data type LPCTSTR resolves to LPCWSTR. Otherwise,  the data type resolves to LPCSTR. See <strong><see cref="T:SharpDX.Direct3D10.ImageFileFormat"/></strong> enumeration for a list of the supported image file formats.</p> </dd></param>	
            <param name="loadInfoRef"><dd>  <p>Optional. Identifies the characteristics of a texture (see <strong><see cref="T:SharpDX.Direct3D10.ImageLoadInformation"/></strong>) when the data processor is created;  set this to <strong><c>null</c></strong> to read the characteristics of a texture when the texture is loaded.</p> </dd></param>	
            <param name="pumpRef"><dd>  <p>A reference to a thread pump interface (see <strong><see cref="T:System.IntPtr"/> Interface</strong>). If <strong><c>null</c></strong> is specified, this function will behave synchronously  and will not return until it is finished.</p> </dd></param>	
            <param name="textureOut"><dd>  <p>The address of a reference to the texture resource (see <strong><see cref="T:SharpDX.Direct3D10.Resource"/> Interface</strong>).</p> </dd></param>	
            <param name="hResultRef"><dd>  <p>A reference to the return value. May be <strong><c>null</c></strong>. If <em>pPump</em> is not <strong><c>null</c></strong>, then <em>pHResult</em> must be a valid  memory location until the asynchronous execution completes.</p> </dd></param>	
            <returns><p>The return value is one of the values listed in Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>For a list of supported image formats see <strong><see cref="T:SharpDX.Direct3D10.ImageFileFormat"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10CreateTextureFromFileW']/*"/>	
            <msdn-id>bb172671</msdn-id>	
            <unmanaged>HRESULT D3DX10CreateTextureFromFileW([In] ID3D10Device* pDevice,[In] const wchar_t* pSrcFile,[In, Optional] D3DX10_IMAGE_LOAD_INFO* pLoadInfo,[In] ID3DX10ThreadPump* pPump,[Out] void** ppTexture,[Out] HRESULT* pHResult)</unmanaged>	
            <unmanaged-short>D3DX10CreateTextureFromFileW</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.D3DX10.SaveTextureToMemory(SharpDX.Direct3D10.Resource,SharpDX.Direct3D10.ImageFileFormat,SharpDX.Direct3D.Blob@,System.Int32)">
            <summary>	
            <p>Save a texture to memory.</p>	
            </summary>	
            <param name="srcTextureRef"><dd>  <p>Pointer to the texture to be saved. See <strong><see cref="T:SharpDX.Direct3D10.Resource"/> Interface</strong>.</p> </dd></param>	
            <param name="destFormat"><dd>  <p>The format the texture will be saved as. See <strong><see cref="T:SharpDX.Direct3D10.ImageFileFormat"/></strong>.</p> </dd></param>	
            <param name="destBufOut"><dd>  <p>Address of a reference to the memory containing the saved texture. See <strong><see cref="T:SharpDX.Direct3D.Blob"/> Interface</strong>.</p> </dd></param>	
            <param name="flags"><dd>  <p>Optional.</p> </dd></param>	
            <returns><p>The return value is one of the values listed in Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10SaveTextureToMemory']/*"/>	
            <msdn-id>bb172685</msdn-id>	
            <unmanaged>HRESULT D3DX10SaveTextureToMemory([In] ID3D10Resource* pSrcTexture,[In] D3DX10_IMAGE_FILE_FORMAT DestFormat,[Out] ID3D10Blob** ppDestBuf,[In] unsigned int Flags)</unmanaged>	
            <unmanaged-short>D3DX10SaveTextureToMemory</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.D3DX10.CreateShaderResourceViewFromResource(SharpDX.Direct3D10.Device,System.IntPtr,System.String,System.Nullable{SharpDX.Direct3D10.ImageLoadInformation},System.IntPtr,SharpDX.Direct3D10.ShaderResourceView@,SharpDX.Result@)">
            <summary>	
            <p>Create a shader-resource view from a resource.</p>	
            </summary>	
            <param name="deviceRef"><dd>  <p>A reference to the device (see <strong><see cref="T:SharpDX.Direct3D10.Device"/> Interface</strong>) that will use the resource.</p> </dd></param>	
            <param name="hSrcModule"><dd>  <p>Handle to the resource module containing the shader-resource view. HMODULE can be obtained with GetModuleHandle Function.</p> </dd></param>	
            <param name="srcResourceRef"><dd>  <p>Name of the shader resource view in hSrcModule. If the compiler settings require Unicode, the data type LPCTSTR resolves to LPCWSTR. Otherwise, the data type resolves to LPCSTR.</p> </dd></param>	
            <param name="loadInfoRef"><dd>  <p>Optional. Identifies the characteristics of a texture (see <strong><see cref="T:SharpDX.Direct3D10.ImageLoadInformation"/></strong>) when the data processor is created; set this to <strong><c>null</c></strong> to read the characteristics of a texture when the texture is loaded.</p> </dd></param>	
            <param name="pumpRef"><dd>  <p>A reference to a thread pump interface (see <strong><see cref="T:System.IntPtr"/> Interface</strong>). If <strong><c>null</c></strong> is specified, this function will behave synchronously and will not return until it is finished.</p> </dd></param>	
            <param name="shaderResourceViewOut"><dd>  <p>Address of a reference to the shader-resource view (see <strong><see cref="T:SharpDX.Direct3D10.ShaderResourceView"/> Interface</strong>).</p> </dd></param>	
            <param name="hResultRef"><dd>  <p>A reference to the return value. May be <strong><c>null</c></strong>. If <em>pPump</em> is not <strong><c>null</c></strong>, then <em>pHResult</em> must be a valid memory location until the asynchronous execution completes.</p> </dd></param>	
            <returns><p>The return value is one of the values listed in Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10CreateShaderResourceViewFromResourceW']/*"/>	
            <msdn-id>bb172669</msdn-id>	
            <unmanaged>HRESULT D3DX10CreateShaderResourceViewFromResourceW([In] ID3D10Device* pDevice,[In] HINSTANCE hSrcModule,[In] const wchar_t* pSrcResource,[In, Optional] D3DX10_IMAGE_LOAD_INFO* pLoadInfo,[In] ID3DX10ThreadPump* pPump,[In] ID3D10ShaderResourceView** ppShaderResourceView,[Out] HRESULT* pHResult)</unmanaged>	
            <unmanaged-short>D3DX10CreateShaderResourceViewFromResourceW</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.D3DX10.SHProjectCubeMap(System.Int32,SharpDX.Direct3D10.Texture2D,System.Single[],System.Single[],System.Single[])">
            <summary>	
            <p>Projects a function represented in a cube map into spherical harmonics.</p>	
            </summary>	
            <param name="order"><dd>  <p>Order of the SH evaluation, generates Order^2 coefs, degree is Order-1.</p> </dd></param>	
            <param name="cubeMapRef"><dd>  <p>Cubemap that is going to be projected into spherical harmonics. See <strong><see cref="T:SharpDX.Direct3D10.Texture2D"/></strong>.</p> </dd></param>	
            <param name="rOutRef"><dd>  <p>Output SH vector for red.</p> </dd></param>	
            <param name="gOutRef"><dd>  <p>Output SH vector for green.</p> </dd></param>	
            <param name="bOutRef"><dd>  <p>Output SH vector for blue.</p> </dd></param>	
            <returns><p>The return value is one of the values listed in Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10SHProjectCubeMap']/*"/>	
            <msdn-id>bb172686</msdn-id>	
            <unmanaged>HRESULT D3DX10SHProjectCubeMap([In] unsigned int Order,[In] ID3D10Texture2D* pCubeMap,[Out, Buffer] float* pROut,[Out, Buffer, Optional] float* pGOut,[Out, Buffer, Optional] float* pBOut)</unmanaged>	
            <unmanaged-short>D3DX10SHProjectCubeMap</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.D3DX10.CreateTextureFromResource(SharpDX.Direct3D10.Device,System.IntPtr,System.String,System.Nullable{SharpDX.Direct3D10.ImageLoadInformation},System.IntPtr,System.IntPtr@,SharpDX.Result@)">
            <summary>	
            <p>Create a texture from another resource.</p>	
            </summary>	
            <param name="deviceRef"><dd>  <p>A reference to the device (see <strong><see cref="T:SharpDX.Direct3D10.Device"/> Interface</strong>) that will use the resource.</p> </dd></param>	
            <param name="hSrcModule"><dd>  <p>A handle to the source resource. HMODULE can be obtained with  GetModuleHandle Function.</p> </dd></param>	
            <param name="srcResourceRef"><dd>  <p>A string that contains the name of the source resource.  If the compiler settings require Unicode, the data type LPCTSTR resolves to LPCWSTR. Otherwise, the data type resolves to LPCSTR. </p> </dd></param>	
            <param name="loadInfoRef"><dd>  <p>Optional. Identifies the characteristics of a texture (see <strong><see cref="T:SharpDX.Direct3D10.ImageLoadInformation"/></strong>) when the data processor is created;  set this to <strong><c>null</c></strong> to read the characteristics of a texture when the texture is loaded.</p> </dd></param>	
            <param name="pumpRef"><dd>  <p>A reference to a thread pump interface (see <strong><see cref="T:System.IntPtr"/> Interface</strong>). If <strong><c>null</c></strong> is specified, this function will behave synchronously  and will not return until it is finished.</p> </dd></param>	
            <param name="textureOut"><dd>  <p>The address of a reference to the texture resource (see <strong><see cref="T:SharpDX.Direct3D10.Resource"/> Interface</strong>).</p> </dd></param>	
            <param name="hResultRef"><dd>  <p>A reference to the return value. May be <strong><c>null</c></strong>. If <em>pPump</em> is not <strong><c>null</c></strong>, then <em>pHResult</em> must be a  valid memory location until the asynchronous execution completes.</p> </dd></param>	
            <returns><p>The return value is one of the values listed in Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>For a list of supported image formats see <strong><see cref="T:SharpDX.Direct3D10.ImageFileFormat"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10CreateTextureFromResourceW']/*"/>	
            <msdn-id>bb172673</msdn-id>	
            <unmanaged>HRESULT D3DX10CreateTextureFromResourceW([In] ID3D10Device* pDevice,[In] HINSTANCE hSrcModule,[In] const wchar_t* pSrcResource,[In, Optional] D3DX10_IMAGE_LOAD_INFO* pLoadInfo,[In] ID3DX10ThreadPump* pPump,[Out] void** ppTexture,[Out] HRESULT* pHResult)</unmanaged>	
            <unmanaged-short>D3DX10CreateTextureFromResourceW</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.D3DX10.LoadTextureFromTexture(SharpDX.Direct3D10.Resource,SharpDX.Direct3D10.TextureLoadInformation,SharpDX.Direct3D10.Resource)">
            <summary>	
            <p>Load a texture from a texture.</p>	
            </summary>	
            <param name="srcTextureRef"><dd>  <p>Pointer to the source texture. See <strong><see cref="T:SharpDX.Direct3D10.Resource"/></strong>.</p> </dd></param>	
            <param name="loadInfoRef"><dd>  <p>Pointer to texture loading parameters. See <strong><see cref="T:SharpDX.Direct3D10.TextureLoadInformation"/></strong>.</p> </dd></param>	
            <param name="dstTextureRef"><dd>  <p>Pointer to the destination texture. See <strong><see cref="T:SharpDX.Direct3D10.Resource"/> Interface</strong>.</p> </dd></param>	
            <returns><p>The return value is one of the values listed in Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10LoadTextureFromTexture']/*"/>	
            <msdn-id>bb172680</msdn-id>	
            <unmanaged>HRESULT D3DX10LoadTextureFromTexture([In] ID3D10Resource* pSrcTexture,[In] D3DX10_TEXTURE_LOAD_INFO* pLoadInfo,[In] ID3D10Resource* pDstTexture)</unmanaged>	
            <unmanaged-short>D3DX10LoadTextureFromTexture</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.D3DX10.CreateShaderResourceViewFromMemory(SharpDX.Direct3D10.Device,System.IntPtr,SharpDX.PointerSize,System.Nullable{SharpDX.Direct3D10.ImageLoadInformation},System.IntPtr,SharpDX.Direct3D10.ShaderResourceView@,SharpDX.Result@)">
            <summary>	
            <p>Create a shader-resource view from a file in memory.</p>	
            </summary>	
            <param name="deviceRef"><dd>  <p>A reference to the device (see <strong><see cref="T:SharpDX.Direct3D10.Device"/> Interface</strong>) that will use the resource.</p> </dd></param>	
            <param name="srcDataRef"><dd>  <p>Pointer to the file in memory that contains the shader-resource view.</p> </dd></param>	
            <param name="srcDataSize"><dd>  <p>Size of the file in memory.</p> </dd></param>	
            <param name="loadInfoRef"><dd>  <p>Optional. Identifies the characteristics of a texture (see <strong><see cref="T:SharpDX.Direct3D10.ImageLoadInformation"/></strong>) when the data processor is created; set this to <strong><c>null</c></strong> to read the characteristics of a texture when the texture is loaded.</p> </dd></param>	
            <param name="pumpRef"><dd>  <p>A reference to a thread pump interface (see <strong><see cref="T:System.IntPtr"/> Interface</strong>). If <strong><c>null</c></strong> is specified, this function will behave synchronously and will not return until it is finished.</p> </dd></param>	
            <param name="shaderResourceViewOut"><dd>  <p>Address of a reference to the newly created shader resource view. See <strong><see cref="T:SharpDX.Direct3D10.ShaderResourceView"/> Interface</strong>.</p> </dd></param>	
            <param name="hResultRef"><dd>  <p>A reference to the return value. May be <strong><c>null</c></strong>. If <em>pPump</em> is not <strong><c>null</c></strong>, then <em>pHResult</em> must be a valid memory location until the asynchronous execution completes.</p> </dd></param>	
            <returns><p>The return value is one of the values listed in Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10CreateShaderResourceViewFromMemory']/*"/>	
            <msdn-id>bb172668</msdn-id>	
            <unmanaged>HRESULT D3DX10CreateShaderResourceViewFromMemory([In] ID3D10Device* pDevice,[In] const void* pSrcData,[In] SIZE_T SrcDataSize,[In, Optional] D3DX10_IMAGE_LOAD_INFO* pLoadInfo,[In] ID3DX10ThreadPump* pPump,[In] ID3D10ShaderResourceView** ppShaderResourceView,[Out] HRESULT* pHResult)</unmanaged>	
            <unmanaged-short>D3DX10CreateShaderResourceViewFromMemory</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.D3DX10.FilterTexture(SharpDX.Direct3D10.Resource,System.Int32,System.Int32)">
            <summary>	
            <p>Generates mipmap chain using a particular texture filter.</p>	
            </summary>	
            <param name="textureRef"><dd>  <p>The texture object to be filtered. See <strong><see cref="T:SharpDX.Direct3D10.Resource"/></strong>.</p> </dd></param>	
            <param name="srcLevel"><dd>  <p>The mipmap level whose data is used to generate the rest of the mipmap chain.</p> </dd></param>	
            <param name="mipFilter"><dd>  <p>Flags controlling how each miplevel is filtered (or D3DX10_DEFAULT for <see cref="F:SharpDX.Direct3D10.FilterFlags.Box"/>). See <strong><see cref="T:SharpDX.Direct3D10.FilterFlags"/></strong>.</p> </dd></param>	
            <returns><p>The return value is one of the values listed in Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10FilterTexture']/*"/>	
            <msdn-id>Bb172675</msdn-id>	
            <unmanaged>HRESULT D3DX10FilterTexture([In] ID3D10Resource* pTexture,[In] unsigned int SrcLevel,[In] unsigned int MipFilter)</unmanaged>	
            <unmanaged-short>D3DX10FilterTexture</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.D3DX10.CreateTextureFromMemory(SharpDX.Direct3D10.Device,System.IntPtr,SharpDX.PointerSize,System.Nullable{SharpDX.Direct3D10.ImageLoadInformation},System.IntPtr,System.IntPtr@,SharpDX.Result@)">
            <summary>	
            <p>Create a texture resource from a file residing in system memory.</p>	
            </summary>	
            <param name="deviceRef"><dd>  <p>A reference to the device (see <strong><see cref="T:SharpDX.Direct3D10.Device"/> Interface</strong>) that will use the resource.</p> </dd></param>	
            <param name="srcDataRef"><dd>  <p>Pointer to the resource in system memory.</p> </dd></param>	
            <param name="srcDataSize"><dd>  <p>Size of the resource in system memory.</p> </dd></param>	
            <param name="loadInfoRef"><dd>  <p>Optional. Identifies the characteristics of a texture (see <strong><see cref="T:SharpDX.Direct3D10.ImageLoadInformation"/></strong>) when the data processor is created;  set this to <strong><c>null</c></strong> to read the characteristics of a texture when the texture is loaded.</p> </dd></param>	
            <param name="pumpRef"><dd>  <p>A reference to a thread pump interface (see <strong><see cref="T:System.IntPtr"/> Interface</strong>). If <strong><c>null</c></strong> is specified, this function will behave synchronously  and will not return until it is finished.</p> </dd></param>	
            <param name="textureOut"><dd>  <p>Address of a reference to the created resource. See <strong><see cref="T:SharpDX.Direct3D10.Resource"/> Interface</strong>.</p> </dd></param>	
            <param name="hResultRef"><dd>  <p>A reference to the return value. May be <strong><c>null</c></strong>. If <em>pPump</em> is not <strong><c>null</c></strong>, then <em>pHResult</em> must be a  valid memory location until the asynchronous execution completes.</p> </dd></param>	
            <returns><p>The return value is one of the values listed in Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>For a list of supported image formats see <strong><see cref="T:SharpDX.Direct3D10.ImageFileFormat"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10CreateTextureFromMemory']/*"/>	
            <msdn-id>bb172672</msdn-id>	
            <unmanaged>HRESULT D3DX10CreateTextureFromMemory([In] ID3D10Device* pDevice,[In] const void* pSrcData,[In] SIZE_T SrcDataSize,[In, Optional] D3DX10_IMAGE_LOAD_INFO* pLoadInfo,[In] ID3DX10ThreadPump* pPump,[Out] void** ppTexture,[Out] HRESULT* pHResult)</unmanaged>	
            <unmanaged-short>D3DX10CreateTextureFromMemory</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.D3DX10.GetImageInfoFromFile(System.String,System.IntPtr,SharpDX.Direct3D10.ImageInformation@,SharpDX.Result@)">
            <summary>	
            <p>Retrieves information about a given image file.</p>	
            </summary>	
            <param name="srcFileRef"><dd>  <p>File name of image to retrieve information about. If UNICODE or _UNICODE are defined, this parameter type is LPCWSTR, otherwise, the type is LPCSTR.</p> </dd></param>	
            <param name="pumpRef"><dd>  <p>Optional thread pump that can be used to load the info asynchronously. Can be <strong><c>null</c></strong>. See <strong><see cref="T:System.IntPtr"/></strong>.</p> </dd></param>	
            <param name="srcInfoRef"><dd>  <p>Pointer to a <see cref="T:SharpDX.Direct3D10.ImageInformation"/> structure to be filled with the description of the data in the source file.</p> </dd></param>	
            <param name="hResultRef"><dd>  <p>A reference to the return value. May be <strong><c>null</c></strong>. If <em>pPump</em> is not <strong><c>null</c></strong>, then <em>pHResult</em> must be a valid memory location until the asynchronous execution completes.</p> </dd></param>	
            <returns><p>If the function succeeds, the return value is <see cref="!:SharpDX.Direct3D9.ResultCode.Success"/>. If the function fails, the return value can be the following: <see cref="!:SharpDX.Direct3D9.ResultCode.InvalidCall"/></p></returns>	
            <remarks>	
            <p>This function supports both Unicode and ANSI strings.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10GetImageInfoFromFileW']/*"/>	
            <msdn-id>bb172677</msdn-id>	
            <unmanaged>HRESULT D3DX10GetImageInfoFromFileW([In] const wchar_t* pSrcFile,[In] ID3DX10ThreadPump* pPump,[In] D3DX10_IMAGE_INFO* pSrcInfo,[Out] HRESULT* pHResult)</unmanaged>	
            <unmanaged-short>D3DX10GetImageInfoFromFileW</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.D3DX10.CreateMesh(SharpDX.Direct3D10.Device,SharpDX.Direct3D10.InputElement[],System.Int32,System.String,System.Int32,System.Int32,System.Int32,SharpDX.Direct3D10.Mesh)">
            <summary>	
            <p>Creates a mesh object using a declarator.</p>	
            </summary>	
            <param name="deviceRef"><dd>  <p>Pointer to an <strong><see cref="T:SharpDX.Direct3D10.Device"/> Interface</strong>, the device object to be associated with the mesh.</p> </dd></param>	
            <param name="declarationRef"><dd>  <p>Array of <strong><see cref="T:SharpDX.Direct3D10.InputElement"/></strong> elements, describing the vertex format for the returned mesh. This parameter must map directly to a flexible vertex format (FVF).</p> </dd></param>	
            <param name="declCount"><dd>  <p>The number of elements in pDeclaration.</p> </dd></param>	
            <param name="positionSemanticRef"><dd>  <p>Semantic that identifies which part of the vertex declaration contains position information.</p> </dd></param>	
            <param name="vertexCount"><dd>  <p>Number of vertices for the mesh. This parameter must be greater than 0.</p> </dd></param>	
            <param name="faceCount"><dd>  <p>Number of faces for the mesh. The valid range for this number is greater than 0, and one less than the maximum DWORD (typically 65534), because the last index is reserved.</p> </dd></param>	
            <param name="options"><dd>  <p>Combination of one or more flags from the <strong>D3DX10_MESH</strong>, specifying options for the mesh. </p> </dd></param>	
            <param name="meshOut"><dd>  <p>Address of a reference to an <strong><see cref="T:SharpDX.Direct3D10.Mesh"/> Interface</strong>, representing the created mesh object.</p> </dd></param>	
            <returns><p>If the function succeeds, the return value is <see cref="!:SharpDX.Direct3D9.ResultCode.Success"/>. If the function fails, the return value can be one of the following: <see cref="!:SharpDX.Direct3D9.ResultCode.InvalidCall"/>, E_OUTOFMEMORY.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10CreateMesh']/*"/>	
            <msdn-id>bb204914</msdn-id>	
            <unmanaged>HRESULT D3DX10CreateMesh([In] ID3D10Device* pDevice,[In, Buffer] const D3D10_INPUT_ELEMENT_DESC* pDeclaration,[In] unsigned int DeclCount,[In] const char* pPositionSemantic,[In] unsigned int VertexCount,[In] unsigned int FaceCount,[In] unsigned int Options,[Out, Fast] ID3DX10Mesh** ppMesh)</unmanaged>	
            <unmanaged-short>D3DX10CreateMesh</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.D3DX10.CreateSkinInfo(SharpDX.Direct3D10.SkinInfo@)">
            <summary>	
            <p>Creates an empty skin mesh object using a declarator.</p>	
            </summary>	
            <param name="skinInfoOut"><dd>  <p>Address of a reference to an <strong><see cref="T:SharpDX.Direct3D10.SkinInfo"/> Interface</strong>, representing the created skin mesh object.</p> </dd></param>	
            <returns><p>If the function succeeds, the return value is <see cref="!:SharpDX.Direct3D9.ResultCode.Success"/>. If the function fails, the return value can be: E_OUTOFMEMORY.</p></returns>	
            <remarks>	
            <p>Use the <strong><see cref="M:SharpDX.Direct3D10.SkinInfo.SetBoneInfluence(System.Int32,System.Int32,System.Single)"/></strong> to populate the empty skin mesh object returned by this method.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10CreateSkinInfo']/*"/>	
            <msdn-id>bb204915</msdn-id>	
            <unmanaged>HRESULT D3DX10CreateSkinInfo([In] ID3DX10SkinInfo** ppSkinInfo)</unmanaged>	
            <unmanaged-short>D3DX10CreateSkinInfo</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.D3DX10.CreateEffectPoolFromResource(System.IntPtr,System.String,System.String,SharpDX.Direct3D.ShaderMacro[],System.IntPtr,System.String,System.Int32,System.Int32,SharpDX.Direct3D10.Device,System.IntPtr,SharpDX.Direct3D10.EffectPool@,SharpDX.Direct3D.Blob@,SharpDX.Result@)">
            <summary>	
            <p>Create an effect pool from a resource.</p>	
            </summary>	
            <param name="hModule"><dd>  <p>A handle to the resource module containing the effect. HMODULE can be obtained with GetModuleHandle Function.</p> </dd></param>	
            <param name="resourceNameRef"><dd>  <p>The name of the resource in hModule. If the compiler settings require Unicode, the data type LPCTSTR resolves to LPCWSTR. Otherwise, the data type resolves to LPCSTR.</p> </dd></param>	
            <param name="srcFileNameRef"><dd>  <p>Optional. Effect file name, which is used for error messages only. Can be <strong><c>null</c></strong>.</p> </dd></param>	
            <param name="definesRef"><dd>  <p>A <c>null</c>-terminated array of shader macros (see <strong>D3D10_SHADER_MACRO</strong>); set this to <strong><c>null</c></strong> to specify no macros.</p> </dd></param>	
            <param name="includeRef"><dd>  <p>A reference to an include interface (see <strong>ID3D10Include Interface</strong>). This parameter can be <strong><c>null</c></strong>.</p> </dd></param>	
            <param name="profileRef"><dd>  <p>A string that specifies the shader profile, or shader model.</p> </dd></param>	
            <param name="hLSLFlags"><dd>  <p>HLSL compile options (see D3D10_SHADER Constants).</p> </dd></param>	
            <param name="fXFlags"><dd>  <p>Effect compile options (see Compile and Effect Flags).</p> </dd></param>	
            <param name="deviceRef"><dd>  <p>A reference to the device (see <strong><see cref="T:SharpDX.Direct3D10.Device"/> Interface</strong>) that will use the resources.</p> </dd></param>	
            <param name="pumpRef"><dd>  <p>A reference to a thread pump interface (see <strong><see cref="T:System.IntPtr"/> Interface</strong>). Use <strong><c>null</c></strong> to specify that this function should not return until it is completed.</p> </dd></param>	
            <param name="effectPoolOut"><dd>  <p>The address of a reference to the effect pool (see <strong><see cref="T:SharpDX.Direct3D10.EffectPool"/> Interface</strong>).</p> </dd></param>	
            <param name="errorsOut"><dd>  <p>The address of a reference to memory (see <strong><see cref="T:SharpDX.Direct3D.Blob"/> Interface</strong>) that contains effect compile errors, if there were any.</p> </dd></param>	
            <param name="hResultRef"><dd>  <p>A reference to the return value. May be <strong><c>null</c></strong>. If <em>pPump</em> is not <strong><c>null</c></strong>, then <em>pHResult</em> must be a valid memory location until the asynchronous execution completes.</p> </dd></param>	
            <returns><p>The return value is one of the values listed in Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10CreateEffectPoolFromResourceW']/*"/>	
            <msdn-id>bb172663</msdn-id>	
            <unmanaged>HRESULT D3DX10CreateEffectPoolFromResourceW([In] HINSTANCE hModule,[In] const wchar_t* pResourceName,[In] const wchar_t* pSrcFileName,[In, Buffer, Optional] const D3D_SHADER_MACRO* pDefines,[In] ID3DInclude* pInclude,[In] const char* pProfile,[In] unsigned int HLSLFlags,[In] unsigned int FXFlags,[In] ID3D10Device* pDevice,[In] ID3DX10ThreadPump* pPump,[In] ID3D10EffectPool** ppEffectPool,[In] ID3D10Blob** ppErrors,[Out] HRESULT* pHResult)</unmanaged>	
            <unmanaged-short>D3DX10CreateEffectPoolFromResourceW</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.D3DX10.CreateEffectPoolFromFile(System.String,SharpDX.Direct3D.ShaderMacro[],System.IntPtr,System.String,System.Int32,System.Int32,SharpDX.Direct3D10.Device,System.IntPtr,SharpDX.Direct3D10.EffectPool@,SharpDX.Direct3D.Blob@,SharpDX.Result@)">
            <summary>	
            <p>Create an effect pool from an effect file.</p>	
            </summary>	
            <param name="fileNameRef"><dd>  <p>The effect filename. If the compiler settings require Unicode, the data type LPCTSTR resolves to LPCWSTR. Otherwise, the data type resolves to LPCSTR.</p> </dd></param>	
            <param name="definesRef"><dd>  <p>A <c>null</c>-terminated array of shader macros (see <strong>D3D10_SHADER_MACRO</strong>); set this to <strong><c>null</c></strong> to specify no macros.</p> </dd></param>	
            <param name="includeRef"><dd>  <p>A reference to an include interface (see <strong>ID3D10Include Interface</strong>). This parameter can be <strong><c>null</c></strong>.</p> </dd></param>	
            <param name="profileRef"><dd>  <p>A string that specifies the shader profile, or shader model.</p> </dd></param>	
            <param name="hLSLFlags"><dd>  <p>HLSL compile options (see D3D10_SHADER Constants).</p> </dd></param>	
            <param name="fXFlags"><dd>  <p>Effect compile options (see Compile and Effect Flags).</p> </dd></param>	
            <param name="deviceRef"><dd>  <p>A reference to the device (see <strong><see cref="T:SharpDX.Direct3D10.Device"/> Interface</strong>) that will use the resources.</p> </dd></param>	
            <param name="pumpRef"><dd>  <p>A reference to a thread pump interface (see <strong><see cref="T:System.IntPtr"/> Interface</strong>). Use <strong><c>null</c></strong> to specify that this function should not return until it is completed.</p> </dd></param>	
            <param name="effectPoolOut"><dd>  <p>The address of a reference to the effect pool (see <strong><see cref="T:SharpDX.Direct3D10.EffectPool"/> Interface</strong>).</p> </dd></param>	
            <param name="errorsOut"><dd>  <p>The address of a reference to memory (see <strong><see cref="T:SharpDX.Direct3D.Blob"/> Interface</strong>) that contains effect compile errors, if there were any.</p> </dd></param>	
            <param name="hResultRef"><dd>  <p>A reference to the return value. May be <strong><c>null</c></strong>. If <em>pPump</em> is not <strong><c>null</c></strong>, then <em>pHResult</em> must be a valid memory location until the asynchronous execution completes.</p> </dd></param>	
            <returns><p>The return value is one of the values listed in Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>This example creates an effect pool from the effect used in the BasicHLSL10 Sample.</p><pre><code> // Create an effect pool from an effect in memory	
            <see cref="T:SharpDX.Direct3D10.EffectPool"/> * l_pEffectPool = <c>null</c>;	
            <see cref="T:SharpDX.Direct3D.Blob"/>*	l_pBlob_Errors = <c>null</c>;	
            WCHAR str[MAX_PATH];	
            hr = DXUTFindDXSDKMediaFileCch( str, MAX_PATH, L"BasicHLSL10.fx" );	
            hr = <see cref="M:SharpDX.Direct3D10.D3DX10.CreateEffectPoolFromFile(System.String,SharpDX.Direct3D.ShaderMacro[],System.IntPtr,System.String,System.Int32,System.Int32,SharpDX.Direct3D10.Device,System.IntPtr,SharpDX.Direct3D10.EffectPool@,SharpDX.Direct3D.Blob@,SharpDX.Result@)"/>( str,  <c>null</c>, <c>null</c>, D3D10_SHADER_ENABLE_STRICTNESS,  0, pd3dDevice, <c>null</c>, &amp;l_pEffectPool, &amp;l_pBlob_Errors );	
            </code></pre>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10CreateEffectPoolFromFileW']/*"/>	
            <msdn-id>bb172661</msdn-id>	
            <unmanaged>HRESULT D3DX10CreateEffectPoolFromFileW([In] const wchar_t* pFileName,[In, Buffer, Optional] const D3D_SHADER_MACRO* pDefines,[In] ID3DInclude* pInclude,[In] const char* pProfile,[In] unsigned int HLSLFlags,[In] unsigned int FXFlags,[In] ID3D10Device* pDevice,[In] ID3DX10ThreadPump* pPump,[In] ID3D10EffectPool** ppEffectPool,[In] ID3D10Blob** ppErrors,[Out] HRESULT* pHResult)</unmanaged>	
            <unmanaged-short>D3DX10CreateEffectPoolFromFileW</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.D3DX10.CreateEffectFromFile(System.String,SharpDX.Direct3D.ShaderMacro[],System.IntPtr,System.String,System.Int32,System.Int32,SharpDX.Direct3D10.Device,SharpDX.Direct3D10.EffectPool,System.IntPtr,SharpDX.Direct3D10.Effect@,SharpDX.Direct3D.Blob@,SharpDX.Result@)">
            <summary>	
            <p>Create an effect from a file.</p>	
            </summary>	
            <param name="fileNameRef"><dd>  <p>Name of the ASCII effect file. If the compiler settings require Unicode, the data type LPCTSTR resolves to LPCWSTR. Otherwise, the data type resolves to LPCSTR.</p> </dd></param>	
            <param name="definesRef"><dd>  <p>A <c>null</c>-terminated array of shader macros (see <strong>D3D10_SHADER_MACRO</strong>); set this to <strong><c>null</c></strong> to specify no macros.</p> </dd></param>	
            <param name="includeRef"><dd>  <p>A reference to an include interface (see <strong>ID3D10Include Interface</strong>). This parameter can be <strong><c>null</c></strong>.</p> </dd></param>	
            <param name="profileRef"><dd>  <p>A string that specifies the shader profile, or shader model.</p> </dd></param>	
            <param name="hLSLFlags"><dd>  <p>HLSL compile options (see D3D10_SHADER Constants).</p> </dd></param>	
            <param name="fXFlags"><dd>  <p>Effect compile options (see Compile and Effect Flags).</p> </dd></param>	
            <param name="deviceRef"><dd>  <p>A reference to the device (see <strong><see cref="T:SharpDX.Direct3D10.Device"/> Interface</strong>) that will use the resources.</p> </dd></param>	
            <param name="effectPoolRef"><dd>  <p>Pointer to an effect pool (see <strong><see cref="T:SharpDX.Direct3D10.EffectPool"/> Interface</strong>) for sharing variables between effects.</p> </dd></param>	
            <param name="pumpRef"><dd>  <p>A reference to a thread pump interface (see <strong><see cref="T:System.IntPtr"/> Interface</strong>). Use <strong><c>null</c></strong> to specify that this function should not return until it is completed.</p> </dd></param>	
            <param name="effectOut"><dd>  <p>Address of a reference to the effect (see <strong><see cref="T:SharpDX.Direct3D10.Effect"/> Interface</strong>) that is created.</p> </dd></param>	
            <param name="errorsOut"><dd>  <p>The address of a reference to memory (see <strong><see cref="T:SharpDX.Direct3D.Blob"/> Interface</strong>) that contains effect compile errors, if there were any.</p> </dd></param>	
            <param name="hResultRef"><dd>  <p>A reference to the return value. May be <strong><c>null</c></strong>. If <em>pPump</em> is not <strong><c>null</c></strong>, then <em>pHResult</em> must be a valid memory location until the asynchronous execution completes.</p> </dd></param>	
            <returns><p>The return value is one of the values listed in Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10CreateEffectFromFileW']/*"/>	
            <msdn-id>bb172658</msdn-id>	
            <unmanaged>HRESULT D3DX10CreateEffectFromFileW([In] const wchar_t* pFileName,[In, Buffer, Optional] const D3D_SHADER_MACRO* pDefines,[In] ID3DInclude* pInclude,[In] const char* pProfile,[In] unsigned int HLSLFlags,[In] unsigned int FXFlags,[In] ID3D10Device* pDevice,[In] ID3D10EffectPool* pEffectPool,[In] ID3DX10ThreadPump* pPump,[In] ID3D10Effect** ppEffect,[In] ID3D10Blob** ppErrors,[Out] HRESULT* pHResult)</unmanaged>	
            <unmanaged-short>D3DX10CreateEffectFromFileW</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.D3DX10.CreateEffectFromMemory(System.IntPtr,SharpDX.PointerSize,System.String,SharpDX.Direct3D.ShaderMacro[],System.IntPtr,System.String,System.Int32,System.Int32,SharpDX.Direct3D10.Device,SharpDX.Direct3D10.EffectPool,System.IntPtr,SharpDX.Direct3D10.Effect@,SharpDX.Direct3D.Blob@,SharpDX.Result@)">
            <summary>	
            <p>Create an effect from memory.</p>	
            </summary>	
            <param name="dataRef"><dd>  <p>Pointer to the effect in memory.</p> </dd></param>	
            <param name="dataLength"><dd>  <p>Size of the effect in memory.</p> </dd></param>	
            <param name="srcFileNameRef"><dd>  <p>Name of the effect file in memory.</p> </dd></param>	
            <param name="definesRef"><dd>  <p>A <c>null</c>-terminated array of shader macros (see <strong>D3D10_SHADER_MACRO</strong>); set this to <strong><c>null</c></strong> to specify no macros.</p> </dd></param>	
            <param name="includeRef"><dd>  <p>A reference to an include interface (see <strong>ID3D10Include Interface</strong>). This parameter can be <strong><c>null</c></strong>.</p> </dd></param>	
            <param name="profileRef"><dd>  <p>A string that specifies the shader profile, or shader model.</p> </dd></param>	
            <param name="hLSLFlags"><dd>  <p>HLSL compile options (see D3D10_SHADER Constants).</p> </dd></param>	
            <param name="fXFlags"><dd>  <p>Effect compile options (see D3D10_EFFECT Constants).</p> </dd></param>	
            <param name="deviceRef"><dd>  <p>A reference to the device (see <strong><see cref="T:SharpDX.Direct3D10.Device"/> Interface</strong>) that will use the resources.</p> </dd></param>	
            <param name="effectPoolRef"><dd>  <p>Pointer to an effect pool (see <strong><see cref="T:SharpDX.Direct3D10.EffectPool"/> Interface</strong>) for sharing variables between effects.</p> </dd></param>	
            <param name="pumpRef"><dd>  <p>A reference to a thread pump interface (see <strong><see cref="T:System.IntPtr"/> Interface</strong>). Use <strong><c>null</c></strong> to specify that this function should not return until it is completed.</p> </dd></param>	
            <param name="effectOut"><dd>  <p>Address of a reference to the effect (see <strong><see cref="T:SharpDX.Direct3D10.Effect"/> Interface</strong>) that is created.</p> </dd></param>	
            <param name="errorsOut"><dd>  <p>The address of a reference to memory (see <strong><see cref="T:SharpDX.Direct3D.Blob"/> Interface</strong>) that contains effect compile errors, if there were any.</p> </dd></param>	
            <param name="hResultRef"><dd>  <p>A reference to the return value. May be <strong><c>null</c></strong>. If <em>pPump</em> is not <strong><c>null</c></strong>, then <em>pHResult</em> must be a valid memory location until the asynchronous execution completes.</p> </dd></param>	
            <returns><p>The return value is one of the values listed in Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10CreateEffectFromMemory']/*"/>	
            <msdn-id>bb172659</msdn-id>	
            <unmanaged>HRESULT D3DX10CreateEffectFromMemory([In] const void* pData,[In] SIZE_T DataLength,[In] const char* pSrcFileName,[In, Buffer, Optional] const D3D_SHADER_MACRO* pDefines,[In] ID3DInclude* pInclude,[In] const char* pProfile,[In] unsigned int HLSLFlags,[In] unsigned int FXFlags,[In] ID3D10Device* pDevice,[In] ID3D10EffectPool* pEffectPool,[In] ID3DX10ThreadPump* pPump,[In] ID3D10Effect** ppEffect,[In] ID3D10Blob** ppErrors,[Out] HRESULT* pHResult)</unmanaged>	
            <unmanaged-short>D3DX10CreateEffectFromMemory</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.D3DX10.CreateEffectPoolFromMemory(System.IntPtr,SharpDX.PointerSize,System.String,SharpDX.Direct3D.ShaderMacro[],System.IntPtr,System.String,System.Int32,System.Int32,SharpDX.Direct3D10.Device,System.IntPtr,SharpDX.Direct3D10.EffectPool@,SharpDX.Direct3D.Blob@,SharpDX.Result@)">
            <summary>	
            <p>Create an effect pool from an effect in memory.</p>	
            </summary>	
            <param name="dataRef"><dd>  <p>A reference to the effect.</p> </dd></param>	
            <param name="dataLength"><dd>  <p>The size of the effect.</p> </dd></param>	
            <param name="srcFileNameRef"><dd>  <p>The name of the effect file.</p> </dd></param>	
            <param name="definesRef"><dd>  <p>A <c>null</c>-terminated array of shader macros (see <strong>D3D10_SHADER_MACRO</strong>); set this to <strong><c>null</c></strong> to specify no macros.</p> </dd></param>	
            <param name="includeRef"><dd>  <p>A reference to an include interface (see <strong>ID3D10Include Interface</strong>). This parameter can be <strong><c>null</c></strong>.</p> </dd></param>	
            <param name="profileRef"><dd>  <p>A string that specifies the shader profile, or shader model.</p> </dd></param>	
            <param name="hLSLFlags"><dd>  <p>HLSL compile options (see D3D10_SHADER Constants).</p> </dd></param>	
            <param name="fXFlags"><dd>  <p>Effect compile options (see Compile and Effect Flags).</p> </dd></param>	
            <param name="deviceRef"><dd>  <p>A reference to the device (see <strong><see cref="T:SharpDX.Direct3D10.Device"/> Interface</strong>) that will use the resources.</p> </dd></param>	
            <param name="pumpRef"><dd>  <p>A reference to a thread pump interface (see <strong><see cref="T:System.IntPtr"/> Interface</strong>). Use <strong><c>null</c></strong> to specify that this function should not return until it is completed.</p> </dd></param>	
            <param name="effectPoolOut"><dd>  <p>The address of a reference to the effect pool (see <strong><see cref="T:SharpDX.Direct3D10.EffectPool"/> Interface</strong>).</p> </dd></param>	
            <param name="errorsOut"><dd>  <p>The address of a reference to memory (see <strong><see cref="T:SharpDX.Direct3D.Blob"/> Interface</strong>) that contains effect compile errors, if there were any.</p> </dd></param>	
            <param name="hResultRef"><dd>  <p>A reference to the return value. May be <strong><c>null</c></strong>. If <em>pPump</em> is not <strong><c>null</c></strong>, then <em>pHResult</em> must be a valid memory location until the asynchronous execution completes.</p> </dd></param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10CreateEffectPoolFromMemory']/*"/>	
            <msdn-id>bb172662</msdn-id>	
            <unmanaged>HRESULT D3DX10CreateEffectPoolFromMemory([In] const void* pData,[In] SIZE_T DataLength,[In] const char* pSrcFileName,[In, Buffer, Optional] const D3D_SHADER_MACRO* pDefines,[In] ID3DInclude* pInclude,[In] const char* pProfile,[In] unsigned int HLSLFlags,[In] unsigned int FXFlags,[In] ID3D10Device* pDevice,[In] ID3DX10ThreadPump* pPump,[In] ID3D10EffectPool** ppEffectPool,[In] ID3D10Blob** ppErrors,[Out] HRESULT* pHResult)</unmanaged>	
            <unmanaged-short>D3DX10CreateEffectPoolFromMemory</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.D3DX10.CreateEffectFromResource(System.IntPtr,System.String,System.String,SharpDX.Direct3D.ShaderMacro[],System.IntPtr,System.String,System.Int32,System.Int32,SharpDX.Direct3D10.Device,SharpDX.Direct3D10.EffectPool,System.IntPtr,SharpDX.Direct3D10.Effect@,SharpDX.Direct3D.Blob@,SharpDX.Result@)">
            <summary>	
            <p>Create an effect from a resource.</p>	
            </summary>	
            <param name="hModule"><dd>  <p>A handle to the resource module containing the effect. HMODULE can be obtained with GetModuleHandle Function.</p> </dd></param>	
            <param name="resourceNameRef"><dd>  <p>Name of the resource in hModule. If the compiler settings require Unicode, the data type LPCTSTR resolves to LPCWSTR. Otherwise, the data type resolves to LPCSTR.</p> </dd></param>	
            <param name="srcFileNameRef"><dd>  <p>Optional. Effect file name, which is used for error messages only. Can be <strong><c>null</c></strong>.</p> </dd></param>	
            <param name="definesRef"><dd>  <p>A <c>null</c>-terminated array of shader macros (see <strong>D3D10_SHADER_MACRO</strong>); set this to <strong><c>null</c></strong> to specify no macros.</p> </dd></param>	
            <param name="includeRef"><dd>  <p>A reference to an include interface (see <strong>ID3D10Include Interface</strong>). This parameter can be <strong><c>null</c></strong>.</p> </dd></param>	
            <param name="profileRef"><dd>  <p>A string that specifies the shader profile, or shader model.</p> </dd></param>	
            <param name="hLSLFlags"><dd>  <p>HLSL compile options (see D3D10_SHADER Constants).</p> </dd></param>	
            <param name="fXFlags"><dd>  <p>Effect compile options (see Compile and Effect Flags).</p> </dd></param>	
            <param name="deviceRef"><dd>  <p>A reference to the device (see <strong><see cref="T:SharpDX.Direct3D10.Device"/> Interface</strong>) that will use the resources.</p> </dd></param>	
            <param name="effectPoolRef"><dd>  <p>Pointer to an effect pool (see <strong><see cref="T:SharpDX.Direct3D10.EffectPool"/> Interface</strong>) for sharing variables between effects.</p> </dd></param>	
            <param name="pumpRef"><dd>  <p>A reference to a thread pump interface (see <strong><see cref="T:System.IntPtr"/> Interface</strong>). Use <strong><c>null</c></strong> to specify that this function should not return until it is completed.</p> </dd></param>	
            <param name="effectOut"><dd>  <p>Address of a reference to the effect (see <strong><see cref="T:SharpDX.Direct3D10.Effect"/> Interface</strong>) that is created.</p> </dd></param>	
            <param name="errorsOut"><dd>  <p>The address of a reference to memory (see <strong><see cref="T:SharpDX.Direct3D.Blob"/> Interface</strong>) that contains effect compile errors, if there were any.</p> </dd></param>	
            <param name="hResultRef"><dd>  <p>A reference to the return value. May be <strong><c>null</c></strong>. If <em>pPump</em> is not <strong><c>null</c></strong>, then <em>pHResult</em> must be a valid memory location until the asynchronous execution completes.</p> </dd></param>	
            <returns><p>The return value is one of the values listed in Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10CreateEffectFromResourceW']/*"/>	
            <msdn-id>bb172660</msdn-id>	
            <unmanaged>HRESULT D3DX10CreateEffectFromResourceW([In] HINSTANCE hModule,[In] const wchar_t* pResourceName,[In] const wchar_t* pSrcFileName,[In, Buffer, Optional] const D3D_SHADER_MACRO* pDefines,[In] ID3DInclude* pInclude,[In] const char* pProfile,[In] unsigned int HLSLFlags,[In] unsigned int FXFlags,[In] ID3D10Device* pDevice,[In] ID3D10EffectPool* pEffectPool,[In] ID3DX10ThreadPump* pPump,[In] ID3D10Effect** ppEffect,[In] ID3D10Blob** ppErrors,[Out] HRESULT* pHResult)</unmanaged>	
            <unmanaged-short>D3DX10CreateEffectFromResourceW</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.EffectConstantBuffer">
            <summary>	
            <p>A constant-buffer interface accesses constant buffers or texture buffers.</p>	
            </summary>	
            <remarks>	
            <p>Use constant buffers to store many effect constants; grouping constants into buffers based on their frequency of update. This allows you to minimize the number of state changes as well as make the fewest API calls to change state. Both of these factors lead to better performance.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectConstantBuffer']/*"/>	
            <msdn-id>bb173634</msdn-id>	
            <unmanaged>ID3D10EffectConstantBuffer</unmanaged>	
            <unmanaged-short>ID3D10EffectConstantBuffer</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectConstantBuffer.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.EffectConstantBuffer"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectConstantBuffer.op_Explicit(System.IntPtr)~SharpDX.Direct3D10.EffectConstantBuffer">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D10.EffectConstantBuffer"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectConstantBuffer.SetConstantBuffer(SharpDX.Direct3D10.Buffer)">
            <summary>	
            <p>Set a constant-buffer.</p>	
            </summary>	
            <param name="constantBufferRef"><dd>  <p>A reference to a constant-buffer interface. See <strong><see cref="T:SharpDX.Direct3D10.Buffer"/> Interface</strong>.</p> </dd></param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectConstantBuffer::SetConstantBuffer']/*"/>	
            <msdn-id>bb173637</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectConstantBuffer::SetConstantBuffer([In] ID3D10Buffer* pConstantBuffer)</unmanaged>	
            <unmanaged-short>ID3D10EffectConstantBuffer::SetConstantBuffer</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectConstantBuffer.GetConstantBuffer">
            <summary>	
            <p>Get a constant-buffer.</p>	
            </summary>	
            <returns><dd>  <p>The address of a reference to a constant-buffer interface. See <strong><see cref="T:SharpDX.Direct3D10.Buffer"/> Interface</strong>.</p> </dd></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectConstantBuffer::GetConstantBuffer']/*"/>	
            <msdn-id>bb173635</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectConstantBuffer::GetConstantBuffer([Out] ID3D10Buffer** ppConstantBuffer)</unmanaged>	
            <unmanaged-short>ID3D10EffectConstantBuffer::GetConstantBuffer</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectConstantBuffer.SetTextureBuffer(SharpDX.Direct3D10.ShaderResourceView)">
            <summary>	
            <p>Set a texture-buffer.</p>	
            </summary>	
            <param name="textureBufferRef"><dd>  <p>A reference to a shader-resource-view interface for accessing a texture buffer.</p> </dd></param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectConstantBuffer::SetTextureBuffer']/*"/>	
            <msdn-id>bb173638</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectConstantBuffer::SetTextureBuffer([In] ID3D10ShaderResourceView* pTextureBuffer)</unmanaged>	
            <unmanaged-short>ID3D10EffectConstantBuffer::SetTextureBuffer</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectConstantBuffer.GetTextureBuffer">
            <summary>	
            <p>Get a texture-buffer.</p>	
            </summary>	
            <returns><dd>  <p>The address of a reference to a shader-resource-view interface for accessing a texture buffer. See <strong><see cref="T:SharpDX.Direct3D10.ShaderResourceView"/> Interface</strong>.</p> </dd></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectConstantBuffer::GetTextureBuffer']/*"/>	
            <msdn-id>bb173636</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectConstantBuffer::GetTextureBuffer([Out] ID3D10ShaderResourceView** ppTextureBuffer)</unmanaged>	
            <unmanaged-short>ID3D10EffectConstantBuffer::GetTextureBuffer</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.EffectShaderVariable">
            <summary>	
            <p>A shader-variable interface accesses a shader variable.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectShaderVariable']/*"/>	
            <msdn-id>bb173698</msdn-id>	
            <unmanaged>ID3D10EffectShaderVariable</unmanaged>	
            <unmanaged-short>ID3D10EffectShaderVariable</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectShaderVariable.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.EffectShaderVariable"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectShaderVariable.op_Explicit(System.IntPtr)~SharpDX.Direct3D10.EffectShaderVariable">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D10.EffectShaderVariable"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectShaderVariable.GetShaderDescription(System.Int32)">
            <summary>	
            <p>Get a shader description.</p>	
            </summary>	
            <param name="shaderIndex"><dd>  <p>A zero-based index.</p> </dd></param>	
            <returns><dd>  <p>A reference to a shader description (see <strong><see cref="T:SharpDX.Direct3D10.EffectShaderDescription"/></strong>).</p> </dd></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectShaderVariable::GetShaderDesc']/*"/>	
            <msdn-id>bb173703</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectShaderVariable::GetShaderDesc([In] unsigned int ShaderIndex,[Out] D3D10_EFFECT_SHADER_DESC* pDesc)</unmanaged>	
            <unmanaged-short>ID3D10EffectShaderVariable::GetShaderDesc</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectShaderVariable.GetVertexShader(System.Int32)">
            <summary>	
            <p>Get a vertex shader.</p>	
            </summary>	
            <param name="shaderIndex"><dd>  <p>A zero-based index.</p> </dd></param>	
            <returns><dd>  <p>A reference to a <strong><see cref="T:SharpDX.Direct3D10.VertexShader"/> Interface</strong>.</p> </dd></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectShaderVariable::GetVertexShader']/*"/>	
            <msdn-id>Bb173704</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectShaderVariable::GetVertexShader([In] unsigned int ShaderIndex,[Out] ID3D10VertexShader** ppVS)</unmanaged>	
            <unmanaged-short>ID3D10EffectShaderVariable::GetVertexShader</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectShaderVariable.GetGeometryShader(System.Int32)">
            <summary>	
            <p>Get a geometry shader.</p>	
            </summary>	
            <param name="shaderIndex"><dd>  <p>A zero-based index.</p> </dd></param>	
            <returns><dd>  <p>A reference to a <strong><see cref="T:SharpDX.Direct3D10.GeometryShader"/> Interface</strong>.</p> </dd></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectShaderVariable::GetGeometryShader']/*"/>	
            <msdn-id>bb173699</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectShaderVariable::GetGeometryShader([In] unsigned int ShaderIndex,[Out] ID3D10GeometryShader** ppGS)</unmanaged>	
            <unmanaged-short>ID3D10EffectShaderVariable::GetGeometryShader</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectShaderVariable.GetPixelShader(System.Int32)">
            <summary>	
            <p>Get a pixel shader.</p>	
            </summary>	
            <param name="shaderIndex"><dd>  <p>A zero-based index.</p> </dd></param>	
            <returns><dd>  <p>A reference to a <strong><see cref="T:SharpDX.Direct3D10.PixelShader"/> Interface</strong>.</p> </dd></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectShaderVariable::GetPixelShader']/*"/>	
            <msdn-id>bb173702</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectShaderVariable::GetPixelShader([In] unsigned int ShaderIndex,[Out] ID3D10PixelShader** ppPS)</unmanaged>	
            <unmanaged-short>ID3D10EffectShaderVariable::GetPixelShader</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectShaderVariable.GetInputSignatureElementDescription(System.Int32,System.Int32)">
            <summary>	
            <p>Get an input-signature description.</p>	
            </summary>	
            <param name="shaderIndex"><dd>  <p>A zero-based shader index.</p> </dd></param>	
            <param name="element"><dd>  <p>A zero-based shader-element index.</p> </dd></param>	
            <returns><dd>  <p>A reference to a parameter description (see <strong><see cref="T:SharpDX.Direct3D10.ShaderParameterDescription"/></strong>).</p> </dd></returns>	
            <remarks>	
            <p>An effect contains one or more shaders; each shader has an input and output signature; each signature contains one or more elements (or parameters). The shader index identifies the shader and the element index identifies the element (or parameter) in the shader signature.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectShaderVariable::GetInputSignatureElementDesc']/*"/>	
            <msdn-id>bb173700</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectShaderVariable::GetInputSignatureElementDesc([In] unsigned int ShaderIndex,[In] unsigned int Element,[Out] D3D10_SIGNATURE_PARAMETER_DESC* pDesc)</unmanaged>	
            <unmanaged-short>ID3D10EffectShaderVariable::GetInputSignatureElementDesc</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectShaderVariable.GetOutputSignatureElementDescription(System.Int32,System.Int32)">
            <summary>	
            <p>Get an output-signature description.</p>	
            </summary>	
            <param name="shaderIndex"><dd>  <p>A zero-based shader index.</p> </dd></param>	
            <param name="element"><dd>  <p>A zero-based element index.</p> </dd></param>	
            <returns><dd>  <p>A reference to a parameter description (see <strong><see cref="T:SharpDX.Direct3D10.ShaderParameterDescription"/></strong>).</p> </dd></returns>	
            <remarks>	
            <p>An effect contains one or more shaders; each shader has an input and output signature; each signature contains one or more elements (or parameters). The shader index identifies the shader and the element index identifies the element (or parameter) in the shader signature.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectShaderVariable::GetOutputSignatureElementDesc']/*"/>	
            <msdn-id>bb173701</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectShaderVariable::GetOutputSignatureElementDesc([In] unsigned int ShaderIndex,[In] unsigned int Element,[Out] D3D10_SIGNATURE_PARAMETER_DESC* pDesc)</unmanaged>	
            <unmanaged-short>ID3D10EffectShaderVariable::GetOutputSignatureElementDesc</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.EffectTechnique">
            <summary>	
            <p>An <strong><see cref="T:SharpDX.Direct3D10.EffectTechnique"/></strong> interface is a collection of passes.</p><p>The lifetime of an <strong><see cref="T:SharpDX.Direct3D10.EffectTechnique"/></strong> object is equal to the lifetime of its parent <strong><see cref="T:SharpDX.Direct3D10.Effect"/></strong> object.</p><ul> <li>Methods</li> </ul>Methods<p>The <strong><see cref="T:SharpDX.Direct3D10.EffectTechnique"/></strong> interface has the following methods.</p>	
            </summary>	
            <remarks>	
            <p>An effect contains one or more techniques; each technique contains one or more passes; each pass contains state assignments (see Organizing State in an Effect (Direct3D 10)). The syntax for creating a technique is shown in Effect Technique Syntax (Direct3D 10).</p><p>To get an effect-technique interface, call a method like <strong><see cref="M:SharpDX.Direct3D10.Effect.GetTechniqueByName(System.String)"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectTechnique']/*"/>	
            <msdn-id>bb173708</msdn-id>	
            <unmanaged>ID3D10EffectTechnique</unmanaged>	
            <unmanaged-short>ID3D10EffectTechnique</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectTechnique.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.EffectTechnique"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectTechnique.op_Explicit(System.IntPtr)~SharpDX.Direct3D10.EffectTechnique">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D10.EffectTechnique"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectTechnique.IsValid_">
            <summary>	
            <p>Test a technique to see if it contains valid syntax.</p>	
            </summary>	
            <returns><p><strong>TRUE</strong> if the code syntax is valid; otherwise <strong><see cref="F:SharpDX.Result.False"/></strong>.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectTechnique::IsValid']/*"/>	
            <msdn-id>bb173715</msdn-id>	
            <unmanaged>BOOL ID3D10EffectTechnique::IsValid()</unmanaged>	
            <unmanaged-short>ID3D10EffectTechnique::IsValid</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectTechnique.GetDescription(SharpDX.Direct3D10.EffectTechniqueDescription@)">
            <summary>	
            <p>Get a technique description.</p>	
            </summary>	
            <param name="descRef"><dd>  <p>A reference to a technique description (see <strong><see cref="T:SharpDX.Direct3D10.EffectTechniqueDescription"/></strong>).</p> </dd></param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectTechnique::GetDesc']/*"/>	
            <msdn-id>bb173712</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectTechnique::GetDesc([Out] D3D10_TECHNIQUE_DESC* pDesc)</unmanaged>	
            <unmanaged-short>ID3D10EffectTechnique::GetDesc</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectTechnique.GetAnnotationByIndex(System.Int32)">
            <summary>	
            <p>Get an annotation by index.</p>	
            </summary>	
            <param name="index"><dd>  <p>The zero-based index of the interface reference.</p> </dd></param>	
            <returns><p>A reference to an <strong><see cref="T:SharpDX.Direct3D10.EffectVariable"/> Interface</strong>.</p></returns>	
            <remarks>	
            <p>Use an annotation to attach a piece of metadata to a technique.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectTechnique::GetAnnotationByIndex']/*"/>	
            <msdn-id>bb173710</msdn-id>	
            <unmanaged>ID3D10EffectVariable* ID3D10EffectTechnique::GetAnnotationByIndex([In] unsigned int Index)</unmanaged>	
            <unmanaged-short>ID3D10EffectTechnique::GetAnnotationByIndex</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectTechnique.GetAnnotationByName(System.String)">
            <summary>	
            <p>Get an annotation by name.</p>	
            </summary>	
            <param name="name"><dd>  <p>Name of the annotation.</p> </dd></param>	
            <returns><p>A reference to an <strong><see cref="T:SharpDX.Direct3D10.EffectVariable"/> Interface</strong>.</p></returns>	
            <remarks>	
            <p>Use an annotation to attach a piece of metadata to a technique.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectTechnique::GetAnnotationByName']/*"/>	
            <msdn-id>bb173711</msdn-id>	
            <unmanaged>ID3D10EffectVariable* ID3D10EffectTechnique::GetAnnotationByName([In] const char* Name)</unmanaged>	
            <unmanaged-short>ID3D10EffectTechnique::GetAnnotationByName</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectTechnique.GetPassByIndex(System.Int32)">
            <summary>	
            <p>Get a pass by index.</p>	
            </summary>	
            <param name="index"><dd>  <p>A zero-based index.</p> </dd></param>	
            <returns><p>A reference to a <strong><see cref="T:SharpDX.Direct3D10.EffectPass"/> Interface</strong>.</p></returns>	
            <remarks>	
            <p>A technique contains one or more passes; get a pass using a name or an index.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectTechnique::GetPassByIndex']/*"/>	
            <msdn-id>Bb173713</msdn-id>	
            <unmanaged>ID3D10EffectPass* ID3D10EffectTechnique::GetPassByIndex([In] unsigned int Index)</unmanaged>	
            <unmanaged-short>ID3D10EffectTechnique::GetPassByIndex</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectTechnique.GetPassByName(System.String)">
            <summary>	
            <p>Get a pass by name.</p>	
            </summary>	
            <param name="name"><dd>  <p>The name of the pass.</p> </dd></param>	
            <returns><p>A reference to an <strong><see cref="T:SharpDX.Direct3D10.EffectPass"/> Interface</strong>.</p></returns>	
            <remarks>	
            <p>A technique contains one or more passes; get a pass using a name or an index.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectTechnique::GetPassByName']/*"/>	
            <msdn-id>bb173714</msdn-id>	
            <unmanaged>ID3D10EffectPass* ID3D10EffectTechnique::GetPassByName([In] const char* Name)</unmanaged>	
            <unmanaged-short>ID3D10EffectTechnique::GetPassByName</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectTechnique.ComputeStateBlockMask(SharpDX.Direct3D10.StateBlockMask@)">
            <summary>	
            <p>Compute a state-block mask to allow/prevent state changes.</p>	
            </summary>	
            <param name="stateBlockMaskRef"><dd>  <p>A reference to a state-block mask (see <strong><see cref="T:SharpDX.Direct3D10.StateBlockMask"/></strong>).</p> </dd></param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectTechnique::ComputeStateBlockMask']/*"/>	
            <msdn-id>bb173709</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectTechnique::ComputeStateBlockMask([In] D3D10_STATE_BLOCK_MASK* pStateBlockMask)</unmanaged>	
            <unmanaged-short>ID3D10EffectTechnique::ComputeStateBlockMask</unmanaged-short>	
        </member>
        <member name="P:SharpDX.Direct3D10.EffectTechnique.IsValid">
            <summary>	
            <p>Test a technique to see if it contains valid syntax.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectTechnique::IsValid']/*"/>	
            <msdn-id>bb173715</msdn-id>	
            <unmanaged>IsValid</unmanaged>	
            <unmanaged-short>IsValid</unmanaged-short>	
            <unmanaged>BOOL ID3D10EffectTechnique::IsValid()</unmanaged>
        </member>
        <member name="P:SharpDX.Direct3D10.EffectTechnique.Description">
            <summary>	
            <p>Get a technique description.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectTechnique::GetDesc']/*"/>	
            <msdn-id>bb173712</msdn-id>	
            <unmanaged>GetDesc</unmanaged>	
            <unmanaged-short>GetDesc</unmanaged-short>	
            <unmanaged>HRESULT ID3D10EffectTechnique::GetDesc([Out] D3D10_TECHNIQUE_DESC* pDesc)</unmanaged>
        </member>
        <member name="T:SharpDX.Direct3D10.EffectType">
            <summary>	
            <p>Get an member type by name.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectType']/*"/>	
            <msdn-id>bb173721</msdn-id>	
            <unmanaged>ID3D10EffectType</unmanaged>	
            <unmanaged-short>ID3D10EffectType</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectType.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.EffectType"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectType.op_Explicit(System.IntPtr)~SharpDX.Direct3D10.EffectType">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D10.EffectType"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D10.EffectType.IsValid_">
            <summary>	
            <p>Tests that the effect type is valid.</p>	
            </summary>	
            <returns><p><strong>TRUE</strong> if it is valid; otherwise <strong><see cref="F:SharpDX.Result.False"/></strong>.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectType::IsValid']/*"/>	
            <msdn-id>bb173723</msdn-id>	
            <unmanaged>BOOL ID3D10EffectType::IsValid()</unmanaged>	
            <unmanaged-short>ID3D10EffectType::IsValid</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectType.GetDescription(SharpDX.Direct3D10.EffectTypeDescription@)">
            <summary>	
            <p>Get an effect-type description.</p>	
            </summary>	
            <param name="descRef"><dd>  <p>A reference to an effect-type description. See <strong><see cref="T:SharpDX.Direct3D10.EffectTypeDescription"/></strong>.</p> </dd></param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>The effect-variable description contains data about the name, annotations, semantic, flags and buffer offset of the effect type.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectType::GetDesc']/*"/>	
            <msdn-id>bb173717</msdn-id>	
            <unmanaged>HRESULT ID3D10EffectType::GetDesc([Out] D3D10_EFFECT_TYPE_DESC* pDesc)</unmanaged>	
            <unmanaged-short>ID3D10EffectType::GetDesc</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectType.GetMemberTypeByIndex(System.Int32)">
            <summary>	
            <p>Get a member type by index.</p>	
            </summary>	
            <param name="index"><dd>  <p>A zero-based index.</p> </dd></param>	
            <returns><p>A reference to an <strong><see cref="T:SharpDX.Direct3D10.EffectType"/> Interface</strong>.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectType::GetMemberTypeByIndex']/*"/>	
            <msdn-id>bb173720</msdn-id>	
            <unmanaged>ID3D10EffectType* ID3D10EffectType::GetMemberTypeByIndex([In] unsigned int Index)</unmanaged>	
            <unmanaged-short>ID3D10EffectType::GetMemberTypeByIndex</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectType.GetMemberTypeByName(System.String)">
            <summary>	
            <p>Get an member type by name.</p>	
            </summary>	
            <param name="name"><dd>  <p>A member's name.</p> </dd></param>	
            <returns><p>A reference to an <strong><see cref="T:SharpDX.Direct3D10.EffectType"/> Interface</strong>.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectType::GetMemberTypeByName']/*"/>	
            <msdn-id>bb173721</msdn-id>	
            <unmanaged>ID3D10EffectType* ID3D10EffectType::GetMemberTypeByName([In] const char* Name)</unmanaged>	
            <unmanaged-short>ID3D10EffectType::GetMemberTypeByName</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectType.GetMemberTypeBySemantic(System.String)">
            <summary>	
            <p>Get a member type by semantic.</p>	
            </summary>	
            <param name="semantic"><dd>  <p>A semantic.</p> </dd></param>	
            <returns><p>A reference to an <strong><see cref="T:SharpDX.Direct3D10.EffectType"/> Interface</strong>.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectType::GetMemberTypeBySemantic']/*"/>	
            <msdn-id>bb173722</msdn-id>	
            <unmanaged>ID3D10EffectType* ID3D10EffectType::GetMemberTypeBySemantic([In] const char* Semantic)</unmanaged>	
            <unmanaged-short>ID3D10EffectType::GetMemberTypeBySemantic</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectType.GetMemberName(System.Int32)">
            <summary>	
            <p>Get the name of a member.</p>	
            </summary>	
            <param name="index"><dd>  <p>A zero-based index.</p> </dd></param>	
            <returns><p>The name of the member.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectType::GetMemberName']/*"/>	
            <msdn-id>bb173718</msdn-id>	
            <unmanaged>const char* ID3D10EffectType::GetMemberName([In] unsigned int Index)</unmanaged>	
            <unmanaged-short>ID3D10EffectType::GetMemberName</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.EffectType.GetMemberSemantic(System.Int32)">
            <summary>	
            <p>Get the semantic attached to a member.</p>	
            </summary>	
            <param name="index"><dd>  <p>A zero-based index.</p> </dd></param>	
            <returns><p>A string that contains the semantic.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectType::GetMemberSemantic']/*"/>	
            <msdn-id>bb173719</msdn-id>	
            <unmanaged>const char* ID3D10EffectType::GetMemberSemantic([In] unsigned int Index)</unmanaged>	
            <unmanaged-short>ID3D10EffectType::GetMemberSemantic</unmanaged-short>	
        </member>
        <member name="P:SharpDX.Direct3D10.EffectType.IsValid">
            <summary>	
            <p>Tests that the effect type is valid.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectType::IsValid']/*"/>	
            <msdn-id>bb173723</msdn-id>	
            <unmanaged>IsValid</unmanaged>	
            <unmanaged-short>IsValid</unmanaged-short>	
            <unmanaged>BOOL ID3D10EffectType::IsValid()</unmanaged>
        </member>
        <member name="P:SharpDX.Direct3D10.EffectType.Description">
            <summary>	
            <p>Get an effect-type description.</p>	
            </summary>	
            <remarks>	
            <p>The effect-variable description contains data about the name, annotations, semantic, flags and buffer offset of the effect type.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10EffectType::GetDesc']/*"/>	
            <msdn-id>bb173717</msdn-id>	
            <unmanaged>GetDesc</unmanaged>	
            <unmanaged-short>GetDesc</unmanaged-short>	
            <unmanaged>HRESULT ID3D10EffectType::GetDesc([Out] D3D10_EFFECT_TYPE_DESC* pDesc)</unmanaged>
        </member>
        <member name="T:SharpDX.Direct3D10.GeometryShader">
            <summary>	
            <p>A geometry-shader interface manages an executable program (a geometry shader) that controls the geometry-shader stage.</p>	
            </summary>	
            <remarks>	
            <p>The geometry-shader interface has no methods; use HLSL to implement your shader functionality. All shaders in Direct3D 10 are implemented from a common set of features referred to as the common shader core.</p><p>To create a geometry shader interface, call either <strong><see cref="M:SharpDX.Direct3D10.Device.CreateGeometryShader(System.IntPtr,SharpDX.PointerSize,SharpDX.Direct3D10.GeometryShader)"/></strong> or <strong><see cref="M:SharpDX.Direct3D10.Device.CreateGeometryShaderWithStreamOutput(System.IntPtr,SharpDX.PointerSize,SharpDX.Direct3D10.StreamOutputElement[],System.Int32,System.Int32,SharpDX.Direct3D10.GeometryShader)"/></strong>. Before using a geometry shader you must bind it to the device by calling <strong><see cref="M:SharpDX.Direct3D10.GeometryShaderStage.Set(SharpDX.Direct3D10.GeometryShader)"/></strong>.</p><p>This interface is defined in D3D10.h.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10GeometryShader']/*"/>	
            <msdn-id>bb173774</msdn-id>	
            <unmanaged>ID3D10GeometryShader</unmanaged>	
            <unmanaged-short>ID3D10GeometryShader</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.GeometryShader.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.GeometryShader"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D10.GeometryShader.op_Explicit(System.IntPtr)~SharpDX.Direct3D10.GeometryShader">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D10.GeometryShader"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D10.GeometryShader.#ctor(SharpDX.Direct3D10.Device,System.Byte[])">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D10.GeometryShader" /> class.
            </summary>
            <param name = "device">The device used to create the shader.</param>
            <param name = "shaderBytecode">The compiled shader bytecode.</param>
        </member>
        <member name="M:SharpDX.Direct3D10.GeometryShader.#ctor(SharpDX.Direct3D10.Device,System.Byte[],SharpDX.Direct3D10.StreamOutputElement[],System.Int32)">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D10.GeometryShader" /> class.
            </summary>
            <param name = "device">The device used to create the shader.</param>
            <param name = "shaderBytecode">The compiled shader bytecode.</param>
            <param name = "elements">An array of <see cref = "T:SharpDX.Direct3D10.StreamOutputElement" /> instances describing the layout of the output buffers.</param>
            <param name = "outputStreamStride">The size, in bytes, of each element in the array pointed to by pSODeclaration. This parameter is only used when the output slot is 0 for all entries in pSODeclaration.</param>
        </member>
        <member name="T:SharpDX.Direct3D10.GeometryShaderStage">
            <summary>	
            <p>The device interface represents a virtual adapter for Direct3D 10.0; it is used to perform rendering and create Direct3D resources.</p>	
            </summary>	
            <remarks>	
            <p>A device is created using <strong><see cref="M:SharpDX.Direct3D10.D3D10.CreateDevice(SharpDX.DXGI.Adapter,SharpDX.Direct3D10.DriverType,System.IntPtr,SharpDX.Direct3D10.DeviceCreationFlags,System.Int32,SharpDX.Direct3D10.Device)"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device']/*"/>	
            <msdn-id>bb173528</msdn-id>	
            <unmanaged>ID3D10Device</unmanaged>	
            <unmanaged-short>ID3D10Device</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.GeometryShaderStage.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.GeometryShaderStage"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D10.GeometryShaderStage.op_Explicit(System.IntPtr)~SharpDX.Direct3D10.GeometryShaderStage">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D10.GeometryShaderStage"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D10.GeometryShaderStage.SetConstantBuffers(System.Int32,System.Int32,SharpDX.Direct3D10.Buffer[])">
            <summary>	
            <p>Set the constant buffers used by the geometry shader pipeline stage.</p>	
            </summary>	
            <param name="startSlot">No documentation.</param>	
            <param name="numBuffers">No documentation.</param>	
            <param name="constantBuffersOut">No documentation.</param>	
            <remarks>	
            <p>The method will not hold references to the interfaces passed in. For that reason, applications should be careful not to release interfaces currently in use by the device.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::GSSetConstantBuffers']/*"/>	
            <msdn-id>bb173580</msdn-id>	
            <unmanaged>void ID3D10Device::GSSetConstantBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer] const ID3D10Buffer** ppConstantBuffers)</unmanaged>	
            <unmanaged-short>ID3D10Device::GSSetConstantBuffers</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.GeometryShaderStage.SetConstantBuffers(System.Int32,System.Int32,SharpDX.ComArray{SharpDX.Direct3D10.Buffer})">
            <summary>	
            <p>Set the constant buffers used by the geometry shader pipeline stage.</p>	
            </summary>	
            <param name="startSlot">No documentation.</param>	
            <param name="numBuffers">No documentation.</param>	
            <param name="constantBuffersOut">No documentation.</param>	
            <remarks>	
            <p>The method will not hold references to the interfaces passed in. For that reason, applications should be careful not to release interfaces currently in use by the device.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::GSSetConstantBuffers']/*"/>	
            <msdn-id>bb173580</msdn-id>	
            <unmanaged>void ID3D10Device::GSSetConstantBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer] const ID3D10Buffer** ppConstantBuffers)</unmanaged>	
            <unmanaged-short>ID3D10Device::GSSetConstantBuffers</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.GeometryShaderStage.Set(SharpDX.Direct3D10.GeometryShader)">
            <summary>	
            <p>Set a geometry shader to the device.</p>	
            </summary>	
            <param name="shaderRef"><dd>  <p>Pointer to a geometry shader (see <strong><see cref="T:SharpDX.Direct3D10.GeometryShader"/></strong>). Passing in <strong><c>null</c></strong> disables the shader for this pipeline stage.</p> </dd></param>	
            <remarks>	
            <p>The method will not hold a reference to the interfaces passed in. For that reason, applications should be careful not to release an interface currently in use by the device.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::GSSetShader']/*"/>	
            <msdn-id>bb173582</msdn-id>	
            <unmanaged>void ID3D10Device::GSSetShader([In, Optional] ID3D10GeometryShader* pShader)</unmanaged>	
            <unmanaged-short>ID3D10Device::GSSetShader</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.GeometryShaderStage.SetShaderResources(System.Int32,System.Int32,SharpDX.Direct3D10.ShaderResourceView[])">
            <summary>	
            <p>Bind an array of shader resources to the geometry shader stage.</p>	
            </summary>	
            <param name="startSlot">No documentation.</param>	
            <param name="numViews">No documentation.</param>	
            <param name="shaderResourceViewsOut">No documentation.</param>	
            <remarks>	
            <p>If you bind a subresource as an input and an output, this API will fill the destination shader resource slot with <strong><c>null</c></strong>. The debug layer (when active) will alert you if this is true.</p><p>For information about creating shader-resource views, see <strong><see cref="M:SharpDX.Direct3D10.Device.CreateShaderResourceView(SharpDX.Direct3D10.Resource,System.Nullable{SharpDX.Direct3D10.ShaderResourceViewDescription},SharpDX.Direct3D10.ShaderResourceView)"/></strong>.</p><p>The method will not hold a reference to the interfaces passed in. For that reason, applications should be careful not to release an interface currently in use by the device.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::GSSetShaderResources']/*"/>	
            <msdn-id>bb173583</msdn-id>	
            <unmanaged>void ID3D10Device::GSSetShaderResources([In] unsigned int StartSlot,[In] unsigned int NumViews,[In, Buffer] const ID3D10ShaderResourceView** ppShaderResourceViews)</unmanaged>	
            <unmanaged-short>ID3D10Device::GSSetShaderResources</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.GeometryShaderStage.SetShaderResources(System.Int32,System.Int32,SharpDX.ComArray{SharpDX.Direct3D10.ShaderResourceView})">
            <summary>	
            <p>Bind an array of shader resources to the geometry shader stage.</p>	
            </summary>	
            <param name="startSlot">No documentation.</param>	
            <param name="numViews">No documentation.</param>	
            <param name="shaderResourceViewsOut">No documentation.</param>	
            <remarks>	
            <p>If you bind a subresource as an input and an output, this API will fill the destination shader resource slot with <strong><c>null</c></strong>. The debug layer (when active) will alert you if this is true.</p><p>For information about creating shader-resource views, see <strong><see cref="M:SharpDX.Direct3D10.Device.CreateShaderResourceView(SharpDX.Direct3D10.Resource,System.Nullable{SharpDX.Direct3D10.ShaderResourceViewDescription},SharpDX.Direct3D10.ShaderResourceView)"/></strong>.</p><p>The method will not hold a reference to the interfaces passed in. For that reason, applications should be careful not to release an interface currently in use by the device.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::GSSetShaderResources']/*"/>	
            <msdn-id>bb173583</msdn-id>	
            <unmanaged>void ID3D10Device::GSSetShaderResources([In] unsigned int StartSlot,[In] unsigned int NumViews,[In, Buffer] const ID3D10ShaderResourceView** ppShaderResourceViews)</unmanaged>	
            <unmanaged-short>ID3D10Device::GSSetShaderResources</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.GeometryShaderStage.SetSamplers(System.Int32,System.Int32,SharpDX.Direct3D10.SamplerState[])">
            <summary>	
            <p>Set an array of sampler states to the geometry shader pipeline stage.</p>	
            </summary>	
            <param name="startSlot">No documentation.</param>	
            <param name="numSamplers">No documentation.</param>	
            <param name="samplersOut">No documentation.</param>	
            <remarks>	
            <p>Any sampler may be set to <strong><c>null</c></strong>; this invokes the default state, which is defined to be the following.</p><pre><code> //Default sampler state:	
            <see cref="T:SharpDX.Direct3D10.SamplerStateDescription"/> SamplerDesc;	
            SamplerDesc.Filter = <see cref="F:SharpDX.Direct3D10.Filter.MinMagMipLinear"/>;	
            SamplerDesc.AddressU = <see cref="F:SharpDX.Direct3D10.TextureAddressMode.Clamp"/>;	
            SamplerDesc.AddressV = <see cref="F:SharpDX.Direct3D10.TextureAddressMode.Clamp"/>;	
            SamplerDesc.AddressW = <see cref="F:SharpDX.Direct3D10.TextureAddressMode.Clamp"/>;	
            SamplerDesc.MipLODBias = 0;	
            SamplerDesc.MaxAnisotropy = 1;	
            SamplerDesc.ComparisonFunc = <see cref="F:SharpDX.Direct3D10.Comparison.Never"/>;	
            SamplerDesc.BorderColor[0] = 1.0f;	
            SamplerDesc.BorderColor[1] = 1.0f;	
            SamplerDesc.BorderColor[2] = 1.0f;	
            SamplerDesc.BorderColor[3] = 1.0f;	
            SamplerDesc.MinLOD = -FLT_MAX;	
            SamplerDesc.MaxLOD = FLT_MAX; </code></pre><p>The method will not hold a reference to the interfaces passed in. For that reason, applications should be careful not to release an interface currently in use by the device.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::GSSetSamplers']/*"/>	
            <msdn-id>bb173581</msdn-id>	
            <unmanaged>void ID3D10Device::GSSetSamplers([In] unsigned int StartSlot,[In] unsigned int NumSamplers,[In, Buffer] const ID3D10SamplerState** ppSamplers)</unmanaged>	
            <unmanaged-short>ID3D10Device::GSSetSamplers</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.GeometryShaderStage.SetSamplers(System.Int32,System.Int32,SharpDX.ComArray{SharpDX.Direct3D10.SamplerState})">
            <summary>	
            <p>Set an array of sampler states to the geometry shader pipeline stage.</p>	
            </summary>	
            <param name="startSlot">No documentation.</param>	
            <param name="numSamplers">No documentation.</param>	
            <param name="samplersOut">No documentation.</param>	
            <remarks>	
            <p>Any sampler may be set to <strong><c>null</c></strong>; this invokes the default state, which is defined to be the following.</p><pre><code> //Default sampler state:	
            <see cref="T:SharpDX.Direct3D10.SamplerStateDescription"/> SamplerDesc;	
            SamplerDesc.Filter = <see cref="F:SharpDX.Direct3D10.Filter.MinMagMipLinear"/>;	
            SamplerDesc.AddressU = <see cref="F:SharpDX.Direct3D10.TextureAddressMode.Clamp"/>;	
            SamplerDesc.AddressV = <see cref="F:SharpDX.Direct3D10.TextureAddressMode.Clamp"/>;	
            SamplerDesc.AddressW = <see cref="F:SharpDX.Direct3D10.TextureAddressMode.Clamp"/>;	
            SamplerDesc.MipLODBias = 0;	
            SamplerDesc.MaxAnisotropy = 1;	
            SamplerDesc.ComparisonFunc = <see cref="F:SharpDX.Direct3D10.Comparison.Never"/>;	
            SamplerDesc.BorderColor[0] = 1.0f;	
            SamplerDesc.BorderColor[1] = 1.0f;	
            SamplerDesc.BorderColor[2] = 1.0f;	
            SamplerDesc.BorderColor[3] = 1.0f;	
            SamplerDesc.MinLOD = -FLT_MAX;	
            SamplerDesc.MaxLOD = FLT_MAX; </code></pre><p>The method will not hold a reference to the interfaces passed in. For that reason, applications should be careful not to release an interface currently in use by the device.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::GSSetSamplers']/*"/>	
            <msdn-id>bb173581</msdn-id>	
            <unmanaged>void ID3D10Device::GSSetSamplers([In] unsigned int StartSlot,[In] unsigned int NumSamplers,[In, Buffer] const ID3D10SamplerState** ppSamplers)</unmanaged>	
            <unmanaged-short>ID3D10Device::GSSetSamplers</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.GeometryShaderStage.GetConstantBuffers(System.Int32,System.Int32,SharpDX.Direct3D10.Buffer[])">
            <summary>	
            <p>Get the constant buffers used by the geometry shader pipeline stage.</p>	
            </summary>	
            <param name="startSlot">No documentation.</param>	
            <param name="numBuffers">No documentation.</param>	
            <param name="constantBuffersOut">No documentation.</param>	
            <remarks>	
            <p>Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::GSGetConstantBuffers']/*"/>	
            <msdn-id>bb173576</msdn-id>	
            <unmanaged>void ID3D10Device::GSGetConstantBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[Out, Buffer] ID3D10Buffer** ppConstantBuffers)</unmanaged>	
            <unmanaged-short>ID3D10Device::GSGetConstantBuffers</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.GeometryShaderStage.Get(SharpDX.Direct3D10.GeometryShader@)">
            <summary>	
            <p>Get the geometry shader currently set on the device.</p>	
            </summary>	
            <param name="geometryShaderOut"><dd>  <p>Address of a reference to a geometry shader (see <strong><see cref="T:SharpDX.Direct3D10.GeometryShader"/></strong>) to be returned by the method.</p> </dd></param>	
            <remarks>	
            <p>Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::GSGetShader']/*"/>	
            <msdn-id>bb173578</msdn-id>	
            <unmanaged>void ID3D10Device::GSGetShader([Out] ID3D10GeometryShader** ppGeometryShader)</unmanaged>	
            <unmanaged-short>ID3D10Device::GSGetShader</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.GeometryShaderStage.GetShaderResources(System.Int32,System.Int32,SharpDX.Direct3D10.ShaderResourceView[])">
            <summary>	
            <p>Get the geometry shader resources.</p>	
            </summary>	
            <param name="startSlot"><dd>  <p>Index into the device's zero-based array to begin getting shader resources from.</p> </dd></param>	
            <param name="numViews"><dd>  <p>The number of resources to get from the device. Up to a maximum of 128 slots are available for shader resources.</p> </dd></param>	
            <param name="shaderResourceViewsOut"><dd>  <p>Array of <strong>shader resource view</strong> interfaces to be returned by the device.</p> </dd></param>	
            <remarks>	
            <p>Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::GSGetShaderResources']/*"/>	
            <msdn-id>bb173579</msdn-id>	
            <unmanaged>void ID3D10Device::GSGetShaderResources([In] unsigned int StartSlot,[In] unsigned int NumViews,[Out, Buffer] ID3D10ShaderResourceView** ppShaderResourceViews)</unmanaged>	
            <unmanaged-short>ID3D10Device::GSGetShaderResources</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.GeometryShaderStage.GetSamplers(System.Int32,System.Int32,SharpDX.Direct3D10.SamplerState[])">
            <summary>	
            <p>Get an array of sampler states from the geometry shader pipeline stage.</p>	
            </summary>	
            <param name="startSlot">No documentation.</param>	
            <param name="numSamplers">No documentation.</param>	
            <param name="samplersOut">No documentation.</param>	
            <remarks>	
            <p>Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::GSGetSamplers']/*"/>	
            <msdn-id>bb173577</msdn-id>	
            <unmanaged>void ID3D10Device::GSGetSamplers([In] unsigned int StartSlot,[In] unsigned int NumSamplers,[Out, Buffer] ID3D10SamplerState** ppSamplers)</unmanaged>	
            <unmanaged-short>ID3D10Device::GSGetSamplers</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.InfoQueue">
            <summary>	
            <p>An information-queue interface stores, retrieves, and filters debug messages. The queue consists of a message queue, an optional storage filter stack, and a optional retrieval filter stack.</p>	
            </summary>	
            <remarks>	
            <p>This interface is obtained by turning on the debug layer and querying it from the <strong><see cref="T:SharpDX.Direct3D10.Device"/> Interface</strong> using IUnknown::QueryInterface.</p><pre><code>hr = <see cref="M:SharpDX.Direct3D10.D3D10.CreateDeviceAndSwapChain(SharpDX.DXGI.Adapter,SharpDX.Direct3D10.DriverType,System.IntPtr,SharpDX.Direct3D10.DeviceCreationFlags,System.Int32,SharpDX.DXGI.SwapChainDescription@,SharpDX.DXGI.SwapChain@,SharpDX.Direct3D10.Device@)"/>( <c>null</c>, g_driverType, <c>null</c>, <see cref="F:SharpDX.Direct3D10.DeviceCreationFlags.Debug"/>, <see cref="F:SharpDX.Direct3D10.D3D10.SdkVersion"/>, &amp;sd, &amp;g_pSwapChain, &amp;g_pd3dDevice );	
            ...	
            <see cref="T:SharpDX.Direct3D10.InfoQueue"/> * infoQueue;	
            g_pd3dDevice-&gt;QueryInterface(__uuidof(<see cref="T:SharpDX.Direct3D10.InfoQueue"/>),  (void **)&amp;infoQueue); 	
            </code></pre>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10InfoQueue']/*"/>	
            <msdn-id>bb173779</msdn-id>	
            <unmanaged>ID3D10InfoQueue</unmanaged>	
            <unmanaged-short>ID3D10InfoQueue</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.InfoQueue.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.InfoQueue"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D10.InfoQueue.op_Explicit(System.IntPtr)~SharpDX.Direct3D10.InfoQueue">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D10.InfoQueue"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D10.InfoQueue.SetMessageCountLimit(System.Int64)">
            <summary>	
            <p>Set the maximum number of messages that can be added to the message queue.</p>	
            </summary>	
            <param name="messageCountLimit"><dd>  <p>Maximum number of messages that can be added to the message queue. -1 means no limit.</p> </dd></param>	
            <returns><p>This method returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>When the number of messages in the message queue has reached the maximum limit, new messages coming in will push old messages out.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10InfoQueue::SetMessageCountLimit']/*"/>	
            <msdn-id>bb173813</msdn-id>	
            <unmanaged>HRESULT ID3D10InfoQueue::SetMessageCountLimit([In] unsigned longlong MessageCountLimit)</unmanaged>	
            <unmanaged-short>ID3D10InfoQueue::SetMessageCountLimit</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.InfoQueue.ClearStoredMessages">
            <summary>	
            <p>Clear all messages from the message queue.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10InfoQueue::ClearStoredMessages']/*"/>	
            <msdn-id>bb173786</msdn-id>	
            <unmanaged>void ID3D10InfoQueue::ClearStoredMessages()</unmanaged>	
            <unmanaged-short>ID3D10InfoQueue::ClearStoredMessages</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.InfoQueue.GetMessage(System.Int64,System.IntPtr,SharpDX.PointerSize@)">
            <summary>	
            <p>Get a message from the message queue.</p>	
            </summary>	
            <param name="messageIndex"><dd>  <p>Index into message queue after an optional retrieval filter has been applied. This can be between 0 and the number of messages in the message queue that pass through the retrieval filter (which can be obtained with <strong><see cref="M:SharpDX.Direct3D10.InfoQueue.GetNumStoredMessagesAllowedByRetrievalFilter"/></strong>). 0 is the message at the front of the message queue.</p> </dd></param>	
            <param name="messageRef"><dd>  <p>Returned message (see <strong><see cref="T:SharpDX.Direct3D10.Message"/></strong>).</p> </dd></param>	
            <param name="messageByteLengthRef"><dd>  <p>Size of pMessage in bytes, including the size of the message string that the pMessage points to.</p> </dd></param>	
            <returns><p>This method returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>This method does not remove any messages from the message queue.</p><p>This method gets messages from the message queue after an optional retrieval filter has been applied.</p><p>Applications should call this method twice to retrieve a message - first to obtain the size of the message and second to get the message. Here is a typical example:</p><pre><code> // Get the size of the message	
            <see cref="T:SharpDX.PointerSize"/> messageLength = 0;	
            <see cref="T:SharpDX.Result"/> hr = pInfoQueue-&gt;GetMessage(0, <c>null</c>, &amp;messageLength); // Allocate space and get the message	
            <see cref="T:SharpDX.Direct3D10.Message"/> * pMessage = (<see cref="T:SharpDX.Direct3D10.Message"/>*)malloc(messageLength);	
            hr = pInfoQueue-&gt;GetMessage(0, pMessage, &amp;messageLength);	
            </code></pre><p>For an overview see <strong>Information Queue Overview</strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10InfoQueue::GetMessageW']/*"/>	
            <msdn-id>bb173790</msdn-id>	
            <unmanaged>HRESULT ID3D10InfoQueue::GetMessageW([In] unsigned longlong MessageIndex,[In] void* pMessage,[InOut] SIZE_T* pMessageByteLength)</unmanaged>	
            <unmanaged-short>ID3D10InfoQueue::GetMessageW</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.InfoQueue.GetNumMessagesAllowedByStorageFilter">
            <summary>	
            <p>Get the number of messages that were allowed to pass through a storage filter.</p>	
            </summary>	
            <returns><p>Number of messages allowed by a storage filter.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10InfoQueue::GetNumMessagesAllowedByStorageFilter']/*"/>	
            <msdn-id>bb173793</msdn-id>	
            <unmanaged>unsigned longlong ID3D10InfoQueue::GetNumMessagesAllowedByStorageFilter()</unmanaged>	
            <unmanaged-short>ID3D10InfoQueue::GetNumMessagesAllowedByStorageFilter</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.InfoQueue.GetNumMessagesDeniedByStorageFilter">
            <summary>	
            <p>Get the number of messages that were denied passage through a storage filter.</p>	
            </summary>	
            <returns><p>Number of messages denied by a storage filter.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10InfoQueue::GetNumMessagesDeniedByStorageFilter']/*"/>	
            <msdn-id>bb173794</msdn-id>	
            <unmanaged>unsigned longlong ID3D10InfoQueue::GetNumMessagesDeniedByStorageFilter()</unmanaged>	
            <unmanaged-short>ID3D10InfoQueue::GetNumMessagesDeniedByStorageFilter</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.InfoQueue.GetNumStoredMessages">
            <summary>	
            <p>Get the number of messages currently stored in the message queue.</p>	
            </summary>	
            <returns><p>Number of messages currently stored in the message queue.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10InfoQueue::GetNumStoredMessages']/*"/>	
            <msdn-id>bb173796</msdn-id>	
            <unmanaged>unsigned longlong ID3D10InfoQueue::GetNumStoredMessages()</unmanaged>	
            <unmanaged-short>ID3D10InfoQueue::GetNumStoredMessages</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.InfoQueue.GetNumStoredMessagesAllowedByRetrievalFilter">
            <summary>	
            <p>Get the number of messages that are able to pass through a retrieval filter.</p>	
            </summary>	
            <returns><p>Number of messages allowed by a retrieval filter.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10InfoQueue::GetNumStoredMessagesAllowedByRetrievalFilter']/*"/>	
            <msdn-id>bb173797</msdn-id>	
            <unmanaged>unsigned longlong ID3D10InfoQueue::GetNumStoredMessagesAllowedByRetrievalFilter()</unmanaged>	
            <unmanaged-short>ID3D10InfoQueue::GetNumStoredMessagesAllowedByRetrievalFilter</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.InfoQueue.GetNumMessagesDiscardedByMessageCountLimit">
            <summary>	
            <p>Get the number of messages that were discarded due to the message count limit.</p>	
            </summary>	
            <returns><p>Number of messages discarded.</p></returns>	
            <remarks>	
            <p>Get and set the message count limit with <strong><see cref="M:SharpDX.Direct3D10.InfoQueue.GetMessageCountLimit"/></strong> and <strong><see cref="M:SharpDX.Direct3D10.InfoQueue.SetMessageCountLimit(System.Int64)"/></strong>, respectively.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10InfoQueue::GetNumMessagesDiscardedByMessageCountLimit']/*"/>	
            <msdn-id>bb173795</msdn-id>	
            <unmanaged>unsigned longlong ID3D10InfoQueue::GetNumMessagesDiscardedByMessageCountLimit()</unmanaged>	
            <unmanaged-short>ID3D10InfoQueue::GetNumMessagesDiscardedByMessageCountLimit</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.InfoQueue.GetMessageCountLimit">
            <summary>	
            <p>Get the maximum number of messages that can be added to the message queue.</p>	
            </summary>	
            <returns><p>Maximum number of messages that can be added to the queue. -1 means no limit.</p></returns>	
            <remarks>	
            <p>When the number of messages in the message queue has reached the maximum limit, new messages coming in will push old messages out.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10InfoQueue::GetMessageCountLimit']/*"/>	
            <msdn-id>bb173791</msdn-id>	
            <unmanaged>unsigned longlong ID3D10InfoQueue::GetMessageCountLimit()</unmanaged>	
            <unmanaged-short>ID3D10InfoQueue::GetMessageCountLimit</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.InfoQueue.AddStorageFilterEntries(SharpDX.Direct3D10.InfoQueueFilter)">
            <summary>	
            <p>Add storage filters to the top of the storage-filter stack.</p>	
            </summary>	
            <param name="filterRef"><dd>  <p>Array of storage filters (see <strong><see cref="T:SharpDX.Direct3D10.InfoQueueFilter"/></strong>).</p> </dd></param>	
            <returns><p>This method returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>A storage filter defines a grouping of debug messages that should be allowed into the info queue.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10InfoQueue::AddStorageFilterEntries']/*"/>	
            <msdn-id>bb173783</msdn-id>	
            <unmanaged>HRESULT ID3D10InfoQueue::AddStorageFilterEntries([In] D3D10_INFO_QUEUE_FILTER* pFilter)</unmanaged>	
            <unmanaged-short>ID3D10InfoQueue::AddStorageFilterEntries</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.InfoQueue.GetStorageFilter(System.IntPtr,SharpDX.PointerSize@)">
            <summary>	
            <p>Get the storage filter at the top of the storage-filter stack.</p>	
            </summary>	
            <param name="filterRef"><dd>  <p>Storage filter at the top of the storage-filter stack.</p> </dd></param>	
            <param name="filterByteLengthRef"><dd>  <p>Size of the storage filter in bytes. If pFilter is <strong><c>null</c></strong>, the size of the storage filter will be output to this parameter.</p> </dd></param>	
            <returns><p>This method returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10InfoQueue::GetStorageFilter']/*"/>	
            <msdn-id>Bb173800</msdn-id>	
            <unmanaged>HRESULT ID3D10InfoQueue::GetStorageFilter([In] void* pFilter,[InOut] SIZE_T* pFilterByteLength)</unmanaged>	
            <unmanaged-short>ID3D10InfoQueue::GetStorageFilter</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.InfoQueue.ClearStorageFilter">
            <summary>	
            <p>Remove a storage filter from the top of the storage-filter stack.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10InfoQueue::ClearStorageFilter']/*"/>	
            <msdn-id>bb173785</msdn-id>	
            <unmanaged>void ID3D10InfoQueue::ClearStorageFilter()</unmanaged>	
            <unmanaged-short>ID3D10InfoQueue::ClearStorageFilter</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.InfoQueue.PushEmptyStorageFilter">
            <summary>	
            <p>Push an empty storage filter onto the storage-filter stack.</p>	
            </summary>	
            <returns><p>This method returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>An empty storage filter allows all messages to pass through.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10InfoQueue::PushEmptyStorageFilter']/*"/>	
            <msdn-id>bb173807</msdn-id>	
            <unmanaged>HRESULT ID3D10InfoQueue::PushEmptyStorageFilter()</unmanaged>	
            <unmanaged-short>ID3D10InfoQueue::PushEmptyStorageFilter</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.InfoQueue.PushCopyOfStorageFilter">
            <summary>	
            <p>Push a copy of storage filter currently on the top of the storage-filter stack onto the storage-filter stack.</p>	
            </summary>	
            <returns><p>This method returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10InfoQueue::PushCopyOfStorageFilter']/*"/>	
            <msdn-id>bb173805</msdn-id>	
            <unmanaged>HRESULT ID3D10InfoQueue::PushCopyOfStorageFilter()</unmanaged>	
            <unmanaged-short>ID3D10InfoQueue::PushCopyOfStorageFilter</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.InfoQueue.PushStorageFilter(SharpDX.Direct3D10.InfoQueueFilter)">
            <summary>	
            <p>Push a storage filter onto the storage-filter stack.</p>	
            </summary>	
            <param name="filterRef"><dd>  <p>Pointer to a storage filter (see <strong><see cref="T:SharpDX.Direct3D10.InfoQueueFilter"/></strong>).</p> </dd></param>	
            <returns><p>This method returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10InfoQueue::PushStorageFilter']/*"/>	
            <msdn-id>bb173809</msdn-id>	
            <unmanaged>HRESULT ID3D10InfoQueue::PushStorageFilter([In] D3D10_INFO_QUEUE_FILTER* pFilter)</unmanaged>	
            <unmanaged-short>ID3D10InfoQueue::PushStorageFilter</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.InfoQueue.PopStorageFilter">
            <summary>	
            <p>Pop a storage filter from the top of the storage-filter stack.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10InfoQueue::PopStorageFilter']/*"/>	
            <msdn-id>bb173803</msdn-id>	
            <unmanaged>void ID3D10InfoQueue::PopStorageFilter()</unmanaged>	
            <unmanaged-short>ID3D10InfoQueue::PopStorageFilter</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.InfoQueue.GetStorageFilterStackSize">
            <summary>	
            <p>Get the size of the storage-filter stack in bytes.</p>	
            </summary>	
            <returns><p>Size of the storage-filter stack in bytes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10InfoQueue::GetStorageFilterStackSize']/*"/>	
            <msdn-id>bb173801</msdn-id>	
            <unmanaged>unsigned int ID3D10InfoQueue::GetStorageFilterStackSize()</unmanaged>	
            <unmanaged-short>ID3D10InfoQueue::GetStorageFilterStackSize</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.InfoQueue.AddRetrievalFilterEntries(SharpDX.Direct3D10.InfoQueueFilter)">
            <summary>	
            <p>Add storage filters to the top of the retrieval-filter stack.</p>	
            </summary>	
            <param name="filterRef"><dd>  <p>Array of retrieval filters (see <strong><see cref="T:SharpDX.Direct3D10.InfoQueueFilter"/></strong>).</p> </dd></param>	
            <returns><p>This method returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>A retrieval filter is used to define a subgroup of the messages that are already in the info queue.   Retrieval filters affect the messages that will be returned by <strong><see cref="M:SharpDX.Direct3D10.InfoQueue.GetMessage(System.Int64,System.IntPtr,SharpDX.PointerSize@)"/></strong>.</p><p>The number of messages already in the info queue that will be allowed through the retrieval filter can be determined  by calling <strong><see cref="M:SharpDX.Direct3D10.InfoQueue.GetNumStoredMessagesAllowedByRetrievalFilter"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10InfoQueue::AddRetrievalFilterEntries']/*"/>	
            <msdn-id>bb173782</msdn-id>	
            <unmanaged>HRESULT ID3D10InfoQueue::AddRetrievalFilterEntries([In] D3D10_INFO_QUEUE_FILTER* pFilter)</unmanaged>	
            <unmanaged-short>ID3D10InfoQueue::AddRetrievalFilterEntries</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.InfoQueue.GetRetrievalFilter(System.IntPtr,SharpDX.PointerSize@)">
            <summary>	
            <p>Get the retrieval filter at the top of the retrieval-filter stack.</p>	
            </summary>	
            <param name="filterRef"><dd>  <p>Retrieval filter at the top of the retrieval-filter stack.</p> </dd></param>	
            <param name="filterByteLengthRef"><dd>  <p>Size of the retrieval filter in bytes. If pFilter is <strong><c>null</c></strong>, the size of the retrieval filter will be output to this parameter.</p> </dd></param>	
            <returns><p>This method returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10InfoQueue::GetRetrievalFilter']/*"/>	
            <msdn-id>bb173798</msdn-id>	
            <unmanaged>HRESULT ID3D10InfoQueue::GetRetrievalFilter([In] void* pFilter,[InOut] SIZE_T* pFilterByteLength)</unmanaged>	
            <unmanaged-short>ID3D10InfoQueue::GetRetrievalFilter</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.InfoQueue.ClearRetrievalFilter">
            <summary>	
            <p>Remove a retrieval filter from the top of the retrieval-filter stack.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10InfoQueue::ClearRetrievalFilter']/*"/>	
            <msdn-id>bb173784</msdn-id>	
            <unmanaged>void ID3D10InfoQueue::ClearRetrievalFilter()</unmanaged>	
            <unmanaged-short>ID3D10InfoQueue::ClearRetrievalFilter</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.InfoQueue.PushEmptyRetrievalFilter">
            <summary>	
            <p>Push an empty retrieval filter onto the retrieval-filter stack.</p>	
            </summary>	
            <returns><p>This method returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>An empty retrieval filter allows all messages to pass through.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10InfoQueue::PushEmptyRetrievalFilter']/*"/>	
            <msdn-id>bb173806</msdn-id>	
            <unmanaged>HRESULT ID3D10InfoQueue::PushEmptyRetrievalFilter()</unmanaged>	
            <unmanaged-short>ID3D10InfoQueue::PushEmptyRetrievalFilter</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.InfoQueue.PushCopyOfRetrievalFilter">
            <summary>	
            <p>Push a copy of retrieval filter currently on the top of the retrieval-filter stack onto the retrieval-filter stack.</p>	
            </summary>	
            <returns><p>This method returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10InfoQueue::PushCopyOfRetrievalFilter']/*"/>	
            <msdn-id>bb173804</msdn-id>	
            <unmanaged>HRESULT ID3D10InfoQueue::PushCopyOfRetrievalFilter()</unmanaged>	
            <unmanaged-short>ID3D10InfoQueue::PushCopyOfRetrievalFilter</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.InfoQueue.PushRetrievalFilter(SharpDX.Direct3D10.InfoQueueFilter)">
            <summary>	
            <p>Push a retrieval filter onto the retrieval-filter stack.</p>	
            </summary>	
            <param name="filterRef"><dd>  <p>Pointer to a retrieval filter (see <strong><see cref="T:SharpDX.Direct3D10.InfoQueueFilter"/></strong>).</p> </dd></param>	
            <returns><p>This method returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10InfoQueue::PushRetrievalFilter']/*"/>	
            <msdn-id>bb173808</msdn-id>	
            <unmanaged>HRESULT ID3D10InfoQueue::PushRetrievalFilter([In] D3D10_INFO_QUEUE_FILTER* pFilter)</unmanaged>	
            <unmanaged-short>ID3D10InfoQueue::PushRetrievalFilter</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.InfoQueue.PopRetrievalFilter">
            <summary>	
            <p>Pop a retrieval filter from the top of the retrieval-filter stack.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10InfoQueue::PopRetrievalFilter']/*"/>	
            <msdn-id>bb173802</msdn-id>	
            <unmanaged>void ID3D10InfoQueue::PopRetrievalFilter()</unmanaged>	
            <unmanaged-short>ID3D10InfoQueue::PopRetrievalFilter</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.InfoQueue.GetRetrievalFilterStackSize">
            <summary>	
            <p>Get the size of the retrieval-filter stack in bytes.</p>	
            </summary>	
            <returns><p>Size of the retrieval-filter stack in bytes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10InfoQueue::GetRetrievalFilterStackSize']/*"/>	
            <msdn-id>Bb173799</msdn-id>	
            <unmanaged>unsigned int ID3D10InfoQueue::GetRetrievalFilterStackSize()</unmanaged>	
            <unmanaged-short>ID3D10InfoQueue::GetRetrievalFilterStackSize</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.InfoQueue.AddMessage(SharpDX.Direct3D10.MessageCategory,SharpDX.Direct3D10.MessageSeverity,SharpDX.Direct3D10.MessageId,System.String)">
            <summary>	
            <p>Add a Direct3D 10 debug message to the message queue and send that message to debug output.</p>	
            </summary>	
            <param name="category"><dd>  <p>Category of a message (see <strong><see cref="T:SharpDX.Direct3D10.MessageCategory"/></strong>).</p> </dd></param>	
            <param name="severity"><dd>  <p>Severity of a message (see <strong><see cref="T:SharpDX.Direct3D10.MessageSeverity"/></strong>).</p> </dd></param>	
            <param name="id"><dd>  <p>Unique identifier of a message (see <strong><see cref="T:SharpDX.Direct3D10.MessageId"/></strong>).</p> </dd></param>	
            <param name="descriptionRef"><dd>  <p>User-defined message.</p> </dd></param>	
            <returns><p>This method returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>This method is used by the runtime's internal mechanisms to add Direct3D 10 debug messages to the message queue and send them to debug output. For applications to add their own custom messages to the message queue and send them to debug output, call <strong><see cref="M:SharpDX.Direct3D10.InfoQueue.AddApplicationMessage(SharpDX.Direct3D10.MessageSeverity,System.String)"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10InfoQueue::AddMessage']/*"/>	
            <msdn-id>bb173781</msdn-id>	
            <unmanaged>HRESULT ID3D10InfoQueue::AddMessage([In] D3D10_MESSAGE_CATEGORY Category,[In] D3D10_MESSAGE_SEVERITY Severity,[In] D3D10_MESSAGE_ID ID,[In] const char* pDescription)</unmanaged>	
            <unmanaged-short>ID3D10InfoQueue::AddMessage</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.InfoQueue.AddApplicationMessage(SharpDX.Direct3D10.MessageSeverity,System.String)">
            <summary>	
            <p>Add a user-defined message to the message queue and send that message to debug output.</p>	
            </summary>	
            <param name="severity"><dd>  <p>Severity of a message (see <strong><see cref="T:SharpDX.Direct3D10.MessageSeverity"/></strong>).</p> </dd></param>	
            <param name="descriptionRef"><dd>  <p>Message string.</p> </dd></param>	
            <returns><p>This method returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10InfoQueue::AddApplicationMessage']/*"/>	
            <msdn-id>bb173780</msdn-id>	
            <unmanaged>HRESULT ID3D10InfoQueue::AddApplicationMessage([In] D3D10_MESSAGE_SEVERITY Severity,[In] const char* pDescription)</unmanaged>	
            <unmanaged-short>ID3D10InfoQueue::AddApplicationMessage</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.InfoQueue.SetBreakOnCategory(SharpDX.Direct3D10.MessageCategory,SharpDX.Bool)">
            <summary>	
            <p>Set a message category to break on when a message with that category passes through the storage filter.</p>	
            </summary>	
            <param name="category"><dd>  <p>Message category to break on (see <strong><see cref="T:SharpDX.Direct3D10.MessageCategory"/></strong>).</p> </dd></param>	
            <param name="bEnable"><dd>  <p>Turns this breaking condition on or off (true for on, false for off).</p> </dd></param>	
            <returns><p>This method returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10InfoQueue::SetBreakOnCategory']/*"/>	
            <msdn-id>bb173810</msdn-id>	
            <unmanaged>HRESULT ID3D10InfoQueue::SetBreakOnCategory([In] D3D10_MESSAGE_CATEGORY Category,[In] BOOL bEnable)</unmanaged>	
            <unmanaged-short>ID3D10InfoQueue::SetBreakOnCategory</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.InfoQueue.SetBreakOnSeverity(SharpDX.Direct3D10.MessageSeverity,SharpDX.Bool)">
            <summary>	
            <p>Set a message severity level to break on when a message with that severity level passes through the storage filter.</p>	
            </summary>	
            <param name="severity"><dd>  <p>Message severity level to break on (see <strong><see cref="T:SharpDX.Direct3D10.MessageSeverity"/></strong>).</p> </dd></param>	
            <param name="bEnable"><dd>  <p>Turns this breaking condition on or off (true for on, false for off).</p> </dd></param>	
            <returns><p>This method returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10InfoQueue::SetBreakOnSeverity']/*"/>	
            <msdn-id>bb173812</msdn-id>	
            <unmanaged>HRESULT ID3D10InfoQueue::SetBreakOnSeverity([In] D3D10_MESSAGE_SEVERITY Severity,[In] BOOL bEnable)</unmanaged>	
            <unmanaged-short>ID3D10InfoQueue::SetBreakOnSeverity</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.InfoQueue.SetBreakOnID(SharpDX.Direct3D10.MessageId,SharpDX.Bool)">
            <summary>	
            <p>Set a message identifier to break on when a message with that identifier passes through the storage filter.</p>	
            </summary>	
            <param name="id"><dd>  <p>Message identifier to break on (see <strong><see cref="T:SharpDX.Direct3D10.MessageId"/></strong>).</p> </dd></param>	
            <param name="bEnable"><dd>  <p>Turns this breaking condition on or off (true for on, false for off).</p> </dd></param>	
            <returns><p>This method returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10InfoQueue::SetBreakOnID']/*"/>	
            <msdn-id>bb173811</msdn-id>	
            <unmanaged>HRESULT ID3D10InfoQueue::SetBreakOnID([In] D3D10_MESSAGE_ID ID,[In] BOOL bEnable)</unmanaged>	
            <unmanaged-short>ID3D10InfoQueue::SetBreakOnID</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.InfoQueue.GetBreakOnCategory(SharpDX.Direct3D10.MessageCategory)">
            <summary>	
            <p>Get a message category to break on when a message with that category passes through the storage filter.</p>	
            </summary>	
            <param name="category"><dd>  <p>Message category to break on (see <strong><see cref="T:SharpDX.Direct3D10.MessageCategory"/></strong>).</p> </dd></param>	
            <returns><p>Whether this breaking condition is turned on or off (true for on, false for off).</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10InfoQueue::GetBreakOnCategory']/*"/>	
            <msdn-id>bb173787</msdn-id>	
            <unmanaged>BOOL ID3D10InfoQueue::GetBreakOnCategory([In] D3D10_MESSAGE_CATEGORY Category)</unmanaged>	
            <unmanaged-short>ID3D10InfoQueue::GetBreakOnCategory</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.InfoQueue.GetBreakOnSeverity(SharpDX.Direct3D10.MessageSeverity)">
            <summary>	
            <p>Get a message severity level to break on when a message with that severity level passes through the storage filter.</p>	
            </summary>	
            <param name="severity"><dd>  <p>Message severity level to break on (see <strong><see cref="T:SharpDX.Direct3D10.MessageSeverity"/></strong>).</p> </dd></param>	
            <returns><p>Whether this breaking condition is turned on or off (true for on, false for off).</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10InfoQueue::GetBreakOnSeverity']/*"/>	
            <msdn-id>bb173789</msdn-id>	
            <unmanaged>BOOL ID3D10InfoQueue::GetBreakOnSeverity([In] D3D10_MESSAGE_SEVERITY Severity)</unmanaged>	
            <unmanaged-short>ID3D10InfoQueue::GetBreakOnSeverity</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.InfoQueue.GetBreakOnID(SharpDX.Direct3D10.MessageId)">
            <summary>	
            <p>Get a message identifier to break on when a message with that identifier passes through the storage filter.</p>	
            </summary>	
            <param name="id"><dd>  <p>Message identifier to break on (see <strong><see cref="T:SharpDX.Direct3D10.MessageId"/></strong>).</p> </dd></param>	
            <returns><p>Whether this breaking condition is turned on or off (true for on, false for off).</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10InfoQueue::GetBreakOnID']/*"/>	
            <msdn-id>bb173788</msdn-id>	
            <unmanaged>BOOL ID3D10InfoQueue::GetBreakOnID([In] D3D10_MESSAGE_ID ID)</unmanaged>	
            <unmanaged-short>ID3D10InfoQueue::GetBreakOnID</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.InfoQueue.SetMuteDebugOutput(SharpDX.Bool)">
            <summary>	
            <p>Set a boolean that turns the debug output on or off.</p>	
            </summary>	
            <param name="bMute"><dd>  <p>Disable/Enable the debug output (<strong>TRUE</strong> to disable or mute the output, <strong><see cref="F:SharpDX.Result.False"/></strong> to enable the output).</p> </dd></param>	
            <remarks>	
            <p>This will stop messages that pass the storage filter from being printed out in the debug output, however those messages will still be added to the message queue.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10InfoQueue::SetMuteDebugOutput']/*"/>	
            <msdn-id>Bb173814</msdn-id>	
            <unmanaged>void ID3D10InfoQueue::SetMuteDebugOutput([In] BOOL bMute)</unmanaged>	
            <unmanaged-short>ID3D10InfoQueue::SetMuteDebugOutput</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.InfoQueue.GetMuteDebugOutput">
            <summary>	
            <p>Get a boolean that turns the debug output on or off.</p>	
            </summary>	
            <returns><p>Whether the debug output is on or off (true for on, false for off).</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10InfoQueue::GetMuteDebugOutput']/*"/>	
            <msdn-id>bb173792</msdn-id>	
            <unmanaged>BOOL ID3D10InfoQueue::GetMuteDebugOutput()</unmanaged>	
            <unmanaged-short>ID3D10InfoQueue::GetMuteDebugOutput</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.InfoQueue.GetMessage(System.Int64)">
            <summary>	
            No documentation.	
            </summary>	
            <param name="messageIndex">No documentation.</param>	
            <returns>No documentation.</returns>	
            <!-- Failed to insert some or all of included XML --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10InfoQueue::GetMessageW']/*"/>	
            <unmanaged>HRESULT ID3D10InfoQueue::GetMessageW([In] unsigned longlong MessageIndex,[Out, Buffer, Optional] D3D10_MESSAGE* pMessage,[InOut] SIZE_T* pMessageByteLength)</unmanaged>	
        </member>
        <member name="M:SharpDX.Direct3D10.InfoQueue.GetStorageFilter">
            <summary>	
            No documentation.	
            </summary>	
            <returns>No documentation.</returns>	
            <!-- Failed to insert some or all of included XML --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10InfoQueue::GetStorageFilter']/*"/>	
            <unmanaged>HRESULT ID3D10InfoQueue::GetStorageFilter([Out, Buffer, Optional] D3D10_INFO_QUEUE_FILTER* pFilter,[InOut] SIZE_T* pFilterByteLength)</unmanaged>	
        </member>
        <member name="M:SharpDX.Direct3D10.InfoQueue.GetRetrievalFilter">
            <summary>	
            No documentation.	
            </summary>	
            <returns>No documentation.</returns>	
            <!-- Failed to insert some or all of included XML --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10InfoQueue::GetRetrievalFilter']/*"/>	
            <unmanaged>HRESULT ID3D10InfoQueue::GetRetrievalFilter([Out, Buffer, Optional] D3D10_INFO_QUEUE_FILTER* pFilter,[InOut] SIZE_T* pFilterByteLength)</unmanaged>	
        </member>
        <member name="P:SharpDX.Direct3D10.InfoQueue.MessageCountLimit">
            <summary>	
            <p>Get or sets the maximum number of messages that can be added to the message queue.</p>	
            </summary>	
            <remarks>	
            <p>When the number of messages in the message queue has reached the maximum limit, new messages coming in will push old messages out.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10InfoQueue::GetMessageCountLimit']/*"/>	
            <msdn-id>bb173791</msdn-id>	
            <unmanaged>GetMessageCountLimit / SetMessageCountLimit</unmanaged>	
            <unmanaged-short>GetMessageCountLimit</unmanaged-short>	
            <unmanaged>unsigned longlong ID3D10InfoQueue::GetMessageCountLimit()</unmanaged>
        </member>
        <member name="P:SharpDX.Direct3D10.InfoQueue.NumMessagesAllowedByStorageFilter">
            <summary>	
            <p>Get the number of messages that were allowed to pass through a storage filter.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10InfoQueue::GetNumMessagesAllowedByStorageFilter']/*"/>	
            <msdn-id>bb173793</msdn-id>	
            <unmanaged>GetNumMessagesAllowedByStorageFilter</unmanaged>	
            <unmanaged-short>GetNumMessagesAllowedByStorageFilter</unmanaged-short>	
            <unmanaged>unsigned longlong ID3D10InfoQueue::GetNumMessagesAllowedByStorageFilter()</unmanaged>
        </member>
        <member name="P:SharpDX.Direct3D10.InfoQueue.NumMessagesDeniedByStorageFilter">
            <summary>	
            <p>Get the number of messages that were denied passage through a storage filter.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10InfoQueue::GetNumMessagesDeniedByStorageFilter']/*"/>	
            <msdn-id>bb173794</msdn-id>	
            <unmanaged>GetNumMessagesDeniedByStorageFilter</unmanaged>	
            <unmanaged-short>GetNumMessagesDeniedByStorageFilter</unmanaged-short>	
            <unmanaged>unsigned longlong ID3D10InfoQueue::GetNumMessagesDeniedByStorageFilter()</unmanaged>
        </member>
        <member name="P:SharpDX.Direct3D10.InfoQueue.NumStoredMessages">
            <summary>	
            <p>Get the number of messages currently stored in the message queue.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10InfoQueue::GetNumStoredMessages']/*"/>	
            <msdn-id>bb173796</msdn-id>	
            <unmanaged>GetNumStoredMessages</unmanaged>	
            <unmanaged-short>GetNumStoredMessages</unmanaged-short>	
            <unmanaged>unsigned longlong ID3D10InfoQueue::GetNumStoredMessages()</unmanaged>
        </member>
        <member name="P:SharpDX.Direct3D10.InfoQueue.NumStoredMessagesAllowedByRetrievalFilter">
            <summary>	
            <p>Get the number of messages that are able to pass through a retrieval filter.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10InfoQueue::GetNumStoredMessagesAllowedByRetrievalFilter']/*"/>	
            <msdn-id>bb173797</msdn-id>	
            <unmanaged>GetNumStoredMessagesAllowedByRetrievalFilter</unmanaged>	
            <unmanaged-short>GetNumStoredMessagesAllowedByRetrievalFilter</unmanaged-short>	
            <unmanaged>unsigned longlong ID3D10InfoQueue::GetNumStoredMessagesAllowedByRetrievalFilter()</unmanaged>
        </member>
        <member name="P:SharpDX.Direct3D10.InfoQueue.NumMessagesDiscardedByMessageCountLimit">
            <summary>	
            <p>Get the number of messages that were discarded due to the message count limit.</p>	
            </summary>	
            <remarks>	
            <p>Get and set the message count limit with <strong><see cref="M:SharpDX.Direct3D10.InfoQueue.GetMessageCountLimit"/></strong> and <strong><see cref="M:SharpDX.Direct3D10.InfoQueue.SetMessageCountLimit(System.Int64)"/></strong>, respectively.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10InfoQueue::GetNumMessagesDiscardedByMessageCountLimit']/*"/>	
            <msdn-id>bb173795</msdn-id>	
            <unmanaged>GetNumMessagesDiscardedByMessageCountLimit</unmanaged>	
            <unmanaged-short>GetNumMessagesDiscardedByMessageCountLimit</unmanaged-short>	
            <unmanaged>unsigned longlong ID3D10InfoQueue::GetNumMessagesDiscardedByMessageCountLimit()</unmanaged>
        </member>
        <member name="P:SharpDX.Direct3D10.InfoQueue.StorageFilterStackSize">
            <summary>	
            <p>Get the size of the storage-filter stack in bytes.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10InfoQueue::GetStorageFilterStackSize']/*"/>	
            <msdn-id>bb173801</msdn-id>	
            <unmanaged>GetStorageFilterStackSize</unmanaged>	
            <unmanaged-short>GetStorageFilterStackSize</unmanaged-short>	
            <unmanaged>unsigned int ID3D10InfoQueue::GetStorageFilterStackSize()</unmanaged>
        </member>
        <member name="P:SharpDX.Direct3D10.InfoQueue.RetrievalFilterStackSize">
            <summary>	
            <p>Get the size of the retrieval-filter stack in bytes.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10InfoQueue::GetRetrievalFilterStackSize']/*"/>	
            <msdn-id>Bb173799</msdn-id>	
            <unmanaged>GetRetrievalFilterStackSize</unmanaged>	
            <unmanaged-short>GetRetrievalFilterStackSize</unmanaged-short>	
            <unmanaged>unsigned int ID3D10InfoQueue::GetRetrievalFilterStackSize()</unmanaged>
        </member>
        <member name="P:SharpDX.Direct3D10.InfoQueue.MuteDebugOutput">
            <summary>	
            <p>Get or sets a boolean that turns the debug output on or off.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10InfoQueue::GetMuteDebugOutput']/*"/>	
            <msdn-id>bb173792</msdn-id>	
            <unmanaged>GetMuteDebugOutput / SetMuteDebugOutput</unmanaged>	
            <unmanaged-short>GetMuteDebugOutput</unmanaged-short>	
            <unmanaged>BOOL ID3D10InfoQueue::GetMuteDebugOutput()</unmanaged>
        </member>
        <member name="T:SharpDX.Direct3D10.InputLayout">
            <summary>	
            <p>An input-layout interface accesses the input data for the input-assembler stage.</p>	
            </summary>	
            <remarks>	
            <p>This interface is created by calling <strong><see cref="M:SharpDX.Direct3D10.Device.CreateInputLayout(SharpDX.Direct3D10.InputElement[],System.Int32,System.IntPtr,SharpDX.PointerSize,SharpDX.Direct3D10.InputLayout)"/></strong>; use <strong><see cref="M:SharpDX.Direct3D10.InputAssemblerStage.SetInputLayout(SharpDX.Direct3D10.InputLayout)"/></strong> to bind it to the graphics pipeline.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10InputLayout']/*"/>	
            <msdn-id>bb173815</msdn-id>	
            <unmanaged>ID3D10InputLayout</unmanaged>	
            <unmanaged-short>ID3D10InputLayout</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.InputLayout.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.InputLayout"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D10.InputLayout.op_Explicit(System.IntPtr)~SharpDX.Direct3D10.InputLayout">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D10.InputLayout"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D10.InputLayout.#ctor(SharpDX.Direct3D10.Device,System.Byte[],SharpDX.Direct3D10.InputElement[])">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D10.InputLayout" /> object to describe the
              input-buffer data for the input-assembler stage.
            </summary>
            <unmanaged>ID3D10Device::CreateInputLayout</unmanaged>
            <param name = "device">The device used to create the layout.</param>
            <param name = "elements">An array of input elements describing the layout of the input data.</param>
            <param name = "shaderBytecode">The compiled shader used to validate the input elements.</param>
        </member>
        <member name="T:SharpDX.Direct3D10.Mesh">
            <summary>	
            <p>Applications use the methods of the <see cref="T:SharpDX.Direct3D10.Mesh"/> interface to manipulate mesh objects.</p>	
            </summary>	
            <remarks>	
            <p>To obtain the <see cref="T:SharpDX.Direct3D10.Mesh"/> interface, call <strong><see cref="M:SharpDX.Direct3D10.D3DX10.CreateMesh(SharpDX.Direct3D10.Device,SharpDX.Direct3D10.InputElement[],System.Int32,System.String,System.Int32,System.Int32,System.Int32,SharpDX.Direct3D10.Mesh)"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10Mesh']/*"/>	
            <msdn-id>bb173897</msdn-id>	
            <unmanaged>ID3DX10Mesh</unmanaged>	
            <unmanaged-short>ID3DX10Mesh</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Mesh.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.Mesh"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D10.Mesh.op_Explicit(System.IntPtr)~SharpDX.Direct3D10.Mesh">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D10.Mesh"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D10.Mesh.GetFaceCount">
            <summary>	
            <p>Retrieves the number of faces in the mesh.</p>	
            </summary>	
            <returns><p>Returns the number of faces in the mesh.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10Mesh::GetFaceCount']/*"/>	
            <msdn-id>bb173915</msdn-id>	
            <unmanaged>unsigned int ID3DX10Mesh::GetFaceCount()</unmanaged>	
            <unmanaged-short>ID3DX10Mesh::GetFaceCount</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Mesh.GetVertexCount">
            <summary>	
            <p>Get the number of vertices in the mesh. A mesh may contain multiple vertex buffers (i.e. one vertex buffer may contain all position data, another may contains all texture coordinate data, etc.), however each vertex buffer will contain the same number of elements.</p>	
            </summary>	
            <returns><p>The number of vertices in the mesh.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10Mesh::GetVertexCount']/*"/>	
            <msdn-id>bb173921</msdn-id>	
            <unmanaged>unsigned int ID3DX10Mesh::GetVertexCount()</unmanaged>	
            <unmanaged-short>ID3DX10Mesh::GetVertexCount</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Mesh.GetVertexBufferCount">
            <summary>	
            <p>Get the number of vertex buffers in the mesh.</p>	
            </summary>	
            <returns><p>The number of vertex buffers in the mesh.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10Mesh::GetVertexBufferCount']/*"/>	
            <msdn-id>bb173920</msdn-id>	
            <unmanaged>unsigned int ID3DX10Mesh::GetVertexBufferCount()</unmanaged>	
            <unmanaged-short>ID3DX10Mesh::GetVertexBufferCount</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Mesh.GetFlags">
            <summary>	
            <p>Access the mesh's creation flags.</p>	
            </summary>	
            <returns><p>The creation flags passed into the <em>options</em> parameter of <strong><see cref="M:SharpDX.Direct3D10.D3DX10.CreateMesh(SharpDX.Direct3D10.Device,SharpDX.Direct3D10.InputElement[],System.Int32,System.String,System.Int32,System.Int32,System.Int32,SharpDX.Direct3D10.Mesh)"/></strong> when the mesh was created. See <strong>D3DX10_MESH</strong>.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10Mesh::GetFlags']/*"/>	
            <msdn-id>bb173916</msdn-id>	
            <unmanaged>unsigned int ID3DX10Mesh::GetFlags()</unmanaged>	
            <unmanaged-short>ID3DX10Mesh::GetFlags</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Mesh.GetVertexDescription(SharpDX.Direct3D10.InputElement[],System.Int32)">
            <summary>	
            <p>Access the vertex description passed into <strong><see cref="M:SharpDX.Direct3D10.D3DX10.CreateMesh(SharpDX.Direct3D10.Device,SharpDX.Direct3D10.InputElement[],System.Int32,System.String,System.Int32,System.Int32,System.Int32,SharpDX.Direct3D10.Mesh)"/></strong>. The vertex description describes the layout of the mesh's vertex buffers.</p>	
            </summary>	
            <param name="descOut">No documentation.</param>	
            <param name="declCountRef">No documentation.</param>	
            <returns><p>The return value is one of the values listed in Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10Mesh::GetVertexDescription']/*"/>	
            <msdn-id>Bb173922</msdn-id>	
            <unmanaged>HRESULT ID3DX10Mesh::GetVertexDescription([Out, Buffer] const D3D10_INPUT_ELEMENT_DESC** ppDesc,[In] unsigned int* pDeclCount)</unmanaged>	
            <unmanaged-short>ID3DX10Mesh::GetVertexDescription</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Mesh.SetVertexData(System.Int32,System.IntPtr)">
            <summary>	
            <p>Set vertex data into one of the mesh's vertex buffers.</p>	
            </summary>	
            <param name="iBuffer"><dd>  <p>The vertex buffer to be filled with pData.</p> </dd></param>	
            <param name="dataRef"><dd>  <p>The vertex data to set.</p> </dd></param>	
            <returns><p>The return value is one of the values listed in Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10Mesh::SetVertexData']/*"/>	
            <msdn-id>Bb173931</msdn-id>	
            <unmanaged>HRESULT ID3DX10Mesh::SetVertexData([In] unsigned int iBuffer,[In] const void* pData)</unmanaged>	
            <unmanaged-short>ID3DX10Mesh::SetVertexData</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Mesh.GetVertexBuffer(System.Int32)">
            <summary>	
            <p>Retrieves the vertex buffer associated with the mesh.</p>	
            </summary>	
            <param name="iBuffer"><dd>  <p>The vertex buffer to get. This is an index value.</p> </dd></param>	
            <returns><dd>  <p>The vertex buffer. See <strong><see cref="T:SharpDX.Direct3D10.MeshBuffer"/></strong> </p> </dd></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10Mesh::GetVertexBuffer']/*"/>	
            <msdn-id>bb173919</msdn-id>	
            <unmanaged>HRESULT ID3DX10Mesh::GetVertexBuffer([In] unsigned int iBuffer,[In] ID3DX10MeshBuffer** ppVertexBuffer)</unmanaged>	
            <unmanaged-short>ID3DX10Mesh::GetVertexBuffer</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Mesh.SetIndexData(System.IntPtr,System.Int32)">
            <summary>	
            <p>Set the mesh's index data.</p>	
            </summary>	
            <param name="dataRef"><dd>  <p>The index data.</p> </dd></param>	
            <param name="cIndices"><dd>  <p>The number of indices in pData.</p> </dd></param>	
            <returns><p>The return value is one of the values listed in Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10Mesh::SetIndexData']/*"/>	
            <msdn-id>bb173929</msdn-id>	
            <unmanaged>HRESULT ID3DX10Mesh::SetIndexData([In] const void* pData,[In] unsigned int cIndices)</unmanaged>	
            <unmanaged-short>ID3DX10Mesh::SetIndexData</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Mesh.GetIndexBuffer">
            <summary>	
            <p>Retrieves the data in an index buffer.</p>	
            </summary>	
            <returns><dd>  <p>Address of a reference to a <see cref="T:SharpDX.Direct3D10.MeshBuffer"/> interface, representing the index buffer associated with the mesh.</p> </dd></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10Mesh::GetIndexBuffer']/*"/>	
            <msdn-id>Bb173917</msdn-id>	
            <unmanaged>HRESULT ID3DX10Mesh::GetIndexBuffer([In] ID3DX10MeshBuffer** ppIndexBuffer)</unmanaged>	
            <unmanaged-short>ID3DX10Mesh::GetIndexBuffer</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Mesh.SetAttributeData(System.IntPtr)">
            <summary>	
            <p>Set the mesh's attribute data.</p>	
            </summary>	
            <param name="dataRef"><dd>  <p>The attribute data to set.</p> </dd></param>	
            <returns><p>The return value is one of the values listed in Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10Mesh::SetAttributeData']/*"/>	
            <msdn-id>bb173927</msdn-id>	
            <unmanaged>HRESULT ID3DX10Mesh::SetAttributeData([In] const void* pData)</unmanaged>	
            <unmanaged-short>ID3DX10Mesh::SetAttributeData</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Mesh.GetAttributeBuffer(SharpDX.Direct3D10.MeshBuffer@)">
            <summary>	
            <p>Access the mesh's attribute buffer.</p>	
            </summary>	
            <param name="attributeBufferOut"><dd>  <p>The attribute buffer. See <strong><see cref="T:SharpDX.Direct3D10.MeshBuffer"/></strong>.</p> </dd></param>	
            <returns><p>The return value is one of the values listed in Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10Mesh::GetAttributeBuffer']/*"/>	
            <msdn-id>Bb173911</msdn-id>	
            <unmanaged>HRESULT ID3DX10Mesh::GetAttributeBuffer([In] ID3DX10MeshBuffer** ppAttributeBuffer)</unmanaged>	
            <unmanaged-short>ID3DX10Mesh::GetAttributeBuffer</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Mesh.SetAttributeTable(SharpDX.Direct3D10.MeshAttributeRange[],System.Int32)">
            <summary>	
            <p>Sets the attribute table for a mesh and the number of entries stored in the table.</p>	
            </summary>	
            <param name="attribTableRef"><dd>  <p>Pointer to an array of <see cref="T:SharpDX.Direct3D10.MeshAttributeRange"/> structures, representing the entries in the mesh attribute table.</p> </dd></param>	
            <param name="cAttribTableSize"><dd>  <p>Number of attributes in the mesh attribute table.</p> </dd></param>	
            <returns><p>The return value is one of the values listed in Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>If an application keeps track of the information in an attribute table, and rearranges the table as a result of changes to attributes or faces, this method allows the application to update the attribute tables instead of calling <see cref="M:SharpDX.Direct3D10.Mesh.Optimize(System.Int32,System.Int32[],System.IntPtr)"/> again.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10Mesh::SetAttributeTable']/*"/>	
            <msdn-id>bb173928</msdn-id>	
            <unmanaged>HRESULT ID3DX10Mesh::SetAttributeTable([In, Buffer] const D3DX10_ATTRIBUTE_RANGE* pAttribTable,[In] unsigned int cAttribTableSize)</unmanaged>	
            <unmanaged-short>ID3DX10Mesh::SetAttributeTable</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Mesh.GetAttributeTable(SharpDX.Direct3D10.MeshAttributeRange[],System.Int32@)">
            <summary>	
            <p>Retrieves either an attribute table for a mesh, or the number of entries stored in an attribute table for a mesh.</p>	
            </summary>	
            <param name="attribTableRef"><dd>  <p>Pointer to an array of <see cref="T:SharpDX.Direct3D10.MeshAttributeRange"/> structures, representing the entries in the mesh's attribute table. Specify <strong><c>null</c></strong> to retrieve the value for pAttribTableSize.</p> </dd></param>	
            <param name="attribTableSizeRef"><dd>  <p>Pointer to either the number of entries stored in pAttribTable or a value to be filled in with the number of entries stored in the attribute table for the mesh.</p> </dd></param>	
            <returns><p>The return value is one of the values listed in Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>An attribute table is used to identify areas of the mesh that need to be drawn with different textures, render states, materials, and so on. In addition, the application can use the attribute table to hide portions of a mesh by not drawing a given attribute identifier when drawing the frame.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10Mesh::GetAttributeTable']/*"/>	
            <msdn-id>bb173912</msdn-id>	
            <unmanaged>HRESULT ID3DX10Mesh::GetAttributeTable([Out, Buffer, Optional] D3DX10_ATTRIBUTE_RANGE* pAttribTable,[InOut] unsigned int* pAttribTableSize)</unmanaged>	
            <unmanaged-short>ID3DX10Mesh::GetAttributeTable</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Mesh.GenerateAdjacencyAndPointRepresentation(System.Single)">
            <summary>	
            <p>Generate a list of mesh edges, as well as a list of faces that share each edge.</p>	
            </summary>	
            <param name="epsilon"><dd>  <p>Specifies that vertices that differ in position by less than epsilon should be treated as coincident.</p> </dd></param>	
            <returns><p>The return value is one of the values listed in Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>After an application generates adjacency information for a mesh, the mesh data can be optimized for better drawing performance.</p><p>The order of the entries in the adjacency buffer is determined by the order of the vertex indices in the index buffer. The adjacent triangle 0 always corresponds to the edge between the indices of the corners 0 and 1. The adjacent triangle 1 always corresponds to the edge between the indices of the corners 1 and 2 while the adjacent triangle 2 corresponds to the edge between the indices of the corners 2 and 0.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10Mesh::GenerateAdjacencyAndPointReps']/*"/>	
            <msdn-id>bb173907</msdn-id>	
            <unmanaged>HRESULT ID3DX10Mesh::GenerateAdjacencyAndPointReps([In] float Epsilon)</unmanaged>	
            <unmanaged-short>ID3DX10Mesh::GenerateAdjacencyAndPointReps</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Mesh.GenerateGeometryShaderAdjacency">
            <summary>	
            <p>Adds adjacency data to the mesh's index buffer. When the mesh is to be sent to a geometry shader that takes adjacency data, it is neccessary for the mesh's index buffer to contain adjacency data.</p>	
            </summary>	
            <returns><p>The return value is one of the values listed in Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10Mesh::GenerateGSAdjacency']/*"/>	
            <msdn-id>bb173909</msdn-id>	
            <unmanaged>HRESULT ID3DX10Mesh::GenerateGSAdjacency()</unmanaged>	
            <unmanaged-short>ID3DX10Mesh::GenerateGSAdjacency</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Mesh.SetAdjacencyData(System.IntPtr)">
            <summary>	
            <p>Set the mesh's adjacency data.</p>	
            </summary>	
            <param name="adjacencyRef"><dd>  <p>The adjacency data to set.</p> </dd></param>	
            <returns><p>The return value is one of the values listed in Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10Mesh::SetAdjacencyData']/*"/>	
            <msdn-id>bb173926</msdn-id>	
            <unmanaged>HRESULT ID3DX10Mesh::SetAdjacencyData([In] const void* pAdjacency)</unmanaged>	
            <unmanaged-short>ID3DX10Mesh::SetAdjacencyData</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Mesh.GetAdjacencyBuffer">
            <summary>	
            <p>Access the mesh's adjacency buffer.</p>	
            </summary>	
            <returns><dd>  <p>The adjacency buffer. See <strong><see cref="T:SharpDX.Direct3D10.MeshBuffer"/></strong>.</p> </dd></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10Mesh::GetAdjacencyBuffer']/*"/>	
            <msdn-id>bb173910</msdn-id>	
            <unmanaged>HRESULT ID3DX10Mesh::GetAdjacencyBuffer([In] ID3DX10MeshBuffer** ppAdjacency)</unmanaged>	
            <unmanaged-short>ID3DX10Mesh::GetAdjacencyBuffer</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Mesh.SetPointRepData(System.IntPtr)">
            <summary>	
            <p>Set the point rep data for the mesh.</p>	
            </summary>	
            <param name="pointRepsRef"><dd>  <p>The point rep data to set.</p> </dd></param>	
            <returns><p>The return value is one of the values listed in Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10Mesh::SetPointRepData']/*"/>	
            <msdn-id>bb173930</msdn-id>	
            <unmanaged>HRESULT ID3DX10Mesh::SetPointRepData([In] const void* pPointReps)</unmanaged>	
            <unmanaged-short>ID3DX10Mesh::SetPointRepData</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Mesh.GetPointRepBuffer(SharpDX.Direct3D10.MeshBuffer@)">
            <summary>	
            <p>Get the mesh's point rep buffer.</p>	
            </summary>	
            <param name="pointRepsOut"><dd>  <p>Pointer to a mesh buffer containing the mesh's point rep data. See <strong><see cref="T:SharpDX.Direct3D10.MeshBuffer"/></strong>.</p> </dd></param>	
            <returns><p>The return value is one of the values listed in Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10Mesh::GetPointRepBuffer']/*"/>	
            <msdn-id>bb173918</msdn-id>	
            <unmanaged>HRESULT ID3DX10Mesh::GetPointRepBuffer([In] ID3DX10MeshBuffer** ppPointReps)</unmanaged>	
            <unmanaged-short>ID3DX10Mesh::GetPointRepBuffer</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Mesh.Discard(SharpDX.Direct3D10.MeshDiscardFlags)">
            <summary>	
            <p>Removes mesh data from the device that has been committed to the device (with <strong><see cref="M:SharpDX.Direct3D10.Mesh.Commit"/></strong>).</p>	
            </summary>	
            <param name="dwDiscard">No documentation.</param>	
            <returns><p>The return value is one of the values listed in Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10Mesh::Discard']/*"/>	
            <msdn-id>bb173904</msdn-id>	
            <unmanaged>HRESULT ID3DX10Mesh::Discard([In] D3DX10_MESH_DISCARD_FLAGS dwDiscard)</unmanaged>	
            <unmanaged-short>ID3DX10Mesh::Discard</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Mesh.CloneMesh(System.Int32,System.String,SharpDX.Direct3D10.InputElement[],System.Int32,SharpDX.Direct3D10.Mesh@)">
            <summary>	
            <p>Creates a new mesh and fills it with the data of a previously loaded mesh.</p>	
            </summary>	
            <param name="flags"><dd>  <p>Creation flags to be applied to the new mesh. See <strong>D3DX10_MESH</strong>.</p> </dd></param>	
            <param name="posSemanticRef"><dd>  <p>The semantic name for the position data.</p> </dd></param>	
            <param name="descRef"><dd>  <p>Array of <see cref="T:SharpDX.Direct3D10.InputElement"/> structures, describing the vertex format for the returned mesh. See <strong><see cref="T:SharpDX.Direct3D10.InputElement"/></strong>.</p> </dd></param>	
            <param name="declCount"><dd>  <p>The number of elements in the pDesc array.</p> </dd></param>	
            <param name="cloneMeshOut"><dd>  <p>The new mesh.</p> </dd></param>	
            <returns><p>The return value is one of the values listed in Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10Mesh::CloneMesh']/*"/>	
            <msdn-id>bb173902</msdn-id>	
            <unmanaged>HRESULT ID3DX10Mesh::CloneMesh([In] unsigned int Flags,[In] const char* pPosSemantic,[In, Buffer] const D3D10_INPUT_ELEMENT_DESC* pDesc,[In] unsigned int DeclCount,[In] ID3DX10Mesh** ppCloneMesh)</unmanaged>	
            <unmanaged-short>ID3DX10Mesh::CloneMesh</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Mesh.Optimize(System.Int32,System.Int32[],System.IntPtr)">
            <summary>	
            <p>Generates a new mesh with reordered faces and vertices to optimize drawing performance.</p>	
            </summary>	
            <param name="flags"><dd>  <p>Specifies the type of optimization to perform. This parameter can be set to a combination of one or more flags from D3DXMESHOPT and D3DXMESH (except <see cref="!:SharpDX.Direct3D9.MeshFlags.Use32Bit"/>, <see cref="!:SharpDX.Direct3D9.MeshFlags.IndexBufferWriteOnly"/>, and <see cref="!:SharpDX.Direct3D9.MeshFlags.WriteOnly"/>).</p> </dd></param>	
            <param name="faceRemapRef"><dd>  <p>An array of UINTs, one per face, that identifies the original mesh face that corresponds to each face in the optimized mesh. If the value supplied for this argument is <strong><c>null</c></strong>, face remap data is not returned.</p> </dd></param>	
            <param name="vertexRemapOut"><dd>  <p>Address of a reference to an <strong><see cref="T:SharpDX.Direct3D.Blob"/> Interface</strong>, which contains a DWORD for each vertex that specifies how the new vertices map to the old vertices. This remap is useful if you need to alter external data based on the new vertex mapping.</p> </dd></param>	
            <returns><p>The return value is one of the values listed in Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>This method generates a new mesh. Before running Optimize, an application must generate an adjacency buffer by calling <strong><see cref="M:SharpDX.Direct3D10.Mesh.GenerateAdjacencyAndPointRepresentation(System.Single)"/></strong>. The adjacency buffer contains adjacency data, such as a list of edges and the faces that are adjacent to each other.</p><p>This method is very similar to the <strong><see cref="M:SharpDX.Direct3D10.Mesh.CloneMesh(System.Int32,System.String,SharpDX.Direct3D10.InputElement[],System.Int32,SharpDX.Direct3D10.Mesh@)"/></strong> method, except that it can perform optimization while generating the new clone of the mesh. The output mesh inherits all of the creation parameters of the input mesh.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10Mesh::Optimize']/*"/>	
            <msdn-id>bb173925</msdn-id>	
            <unmanaged>HRESULT ID3DX10Mesh::Optimize([In] unsigned int Flags,[Out, Buffer, Optional] unsigned int* pFaceRemap,[In] void** ppVertexRemap)</unmanaged>	
            <unmanaged-short>ID3DX10Mesh::Optimize</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Mesh.GenerateAttributeBufferFromTable">
            <summary>	
            <p>Generate an attribute buffer from the data in the mesh's attribute table. An attribute buffer is another format for storing the data in the attribute table. Both the attribute buffer and the attribute table are internal data structures in the mesh.</p>	
            </summary>	
            <returns><p>The return value is one of the values listed in Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10Mesh::GenerateAttributeBufferFromTable']/*"/>	
            <msdn-id>bb173908</msdn-id>	
            <unmanaged>HRESULT ID3DX10Mesh::GenerateAttributeBufferFromTable()</unmanaged>	
            <unmanaged-short>ID3DX10Mesh::GenerateAttributeBufferFromTable</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Mesh.Intersect(SharpDX.Vector3,SharpDX.Vector3,System.Int32,System.Int32,System.Single,System.Single,System.Single,SharpDX.Direct3D.Blob@)">
            <summary>	
            <p><strong>Applies to: </strong>desktop apps only</p><p>Determines if a ray intersects with this mesh.</p>	
            </summary>	
            <param name="rayPosRef"><dd>  <p>Pointer to a <strong><see cref="T:SharpDX.Vector3"/></strong> structure, specifying the point where the ray begins.</p> </dd></param>	
            <param name="rayDirRef"><dd>  <p>Pointer to a <strong><see cref="T:SharpDX.Vector3"/></strong> structure, specifying the direction of the ray.</p> </dd></param>	
            <param name="hitCountRef"><dd>  <p>The number of times the ray intersected with the mesh.</p> </dd></param>	
            <param name="faceIndexRef"><dd>  <p>Pointer to an index value of the face closest to the ray origin, if pHit is <strong>TRUE</strong>.</p> </dd></param>	
            <param name="uRef"><dd>  <p>Pointer to a barycentric hit coordinate, U.</p> </dd></param>	
            <param name="vRef"><dd>  <p>Pointer to a barycentric hit coordinate, V.</p> </dd></param>	
            <param name="distRef"><dd>  <p>Pointer to a ray intersection parameter distance.</p> </dd></param>	
            <param name="allHitsOut"><dd>  <p>Pointer to an <strong><see cref="T:SharpDX.Direct3D.Blob"/> Interface</strong>, containing an array of <strong>D3DX10_INTERSECT_INFO</strong> structures. This is a list of all the hits that occurred in the intersection test.</p> </dd></param>	
            <returns><p>The return value is one of the values listed in Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>This API provides a way to understand points in and around a triangle, independent of where the triangle is actually located. This function returns the resulting point by using the following equation: V1 + U(V2 - V1) + V(V3 - V1).</p><p>Any point in the plane V1V2V3 can be represented by the barycentric coordinate (U,V). The parameter U controls how much V2 gets weighted into the result, and the parameter V controls how much V3 gets weighted into the result. Lastly, the value of [1 - (U + V)] controls how much V1 gets weighted into the result.</p><p>Barycentric coordinates are a form of general coordinates. In this context, using barycentric coordinates represents a change in coordinate systems. What holds true for Cartesian coordinates holds true for barycentric coordinates.</p><p>Barycentric coordinates define a point inside a triangle in terms of the triangle's vertices. For a more in-depth description of barycentric coordinates, see Mathworld's Barycentric Coordinates Description.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10Mesh::Intersect']/*"/>	
            <msdn-id>bb173923</msdn-id>	
            <unmanaged>HRESULT ID3DX10Mesh::Intersect([In] D3DXVECTOR3* pRayPos,[In] D3DXVECTOR3* pRayDir,[In] unsigned int* pHitCount,[In] unsigned int* pFaceIndex,[In] float* pU,[In] float* pV,[In] float* pDist,[In] ID3D10Blob** ppAllHits)</unmanaged>	
            <unmanaged-short>ID3DX10Mesh::Intersect</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Mesh.IntersectSubset(System.Int32,SharpDX.Vector3,SharpDX.Vector3,System.Int32,System.Int32,System.Single,System.Single,System.Single,SharpDX.Direct3D.Blob@)">
            <summary>	
            <p><strong>Applies to: </strong>desktop apps only</p><p>Determines if a ray intersects with a subset of this mesh.</p>	
            </summary>	
            <param name="attribId"><dd>  <p>Attribute ID identifying the subset of the mesh.</p> </dd></param>	
            <param name="rayPosRef"><dd>  <p>Pointer to a <strong><see cref="T:SharpDX.Vector3"/></strong> structure, specifying the point where the ray begins.</p> </dd></param>	
            <param name="rayDirRef"><dd>  <p>Pointer to a <strong><see cref="T:SharpDX.Vector3"/></strong> structure, specifying the direction of the ray.</p> </dd></param>	
            <param name="hitCountRef"><dd>  <p>The number of times the ray intersected with the mesh.</p> </dd></param>	
            <param name="faceIndexRef"><dd>  <p>Pointer to an index value of the face closest to the ray origin, if pHit is <strong>TRUE</strong>.</p> </dd></param>	
            <param name="uRef"><dd>  <p>Pointer to a barycentric hit coordinate, U.</p> </dd></param>	
            <param name="vRef"><dd>  <p>Pointer to a barycentric hit coordinate, V.</p> </dd></param>	
            <param name="distRef"><dd>  <p>Pointer to a ray intersection parameter distance.</p> </dd></param>	
            <param name="allHitsOut"><dd>  <p>Pointer to an <strong><see cref="T:SharpDX.Direct3D.Blob"/> Interface</strong>, containing an array of <strong>D3DX10_INTERSECT_INFO</strong> structures. This is a list of all the hits that occurred in the intersection test.</p> </dd></param>	
            <returns><p>The return value is one of the values listed in Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>This API provides a way to understand points in and around a triangle, independent of where the triangle is actually located. This function returns the resulting point by using the following equation: V1 + U(V2 - V1) + V(V3 - V1).</p><p>Any point in the plane V1V2V3 can be represented by the barycentric coordinate (U,V). The parameter U controls how much V2 gets weighted into the result, and the parameter V controls how much V3 gets weighted into the result. Lastly, the value of [1 - (U + V)] controls how much V1 gets weighted into the result.</p><p>Barycentric coordinates are a form of general coordinates. In this context, using barycentric coordinates represents a change in coordinate systems. What holds true for Cartesian coordinates holds true for barycentric coordinates.</p><p>Barycentric coordinates define a point inside a triangle in terms of the triangle's vertices. For a more in-depth description of barycentric coordinates, see Mathworld's Barycentric Coordinates Description.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10Mesh::IntersectSubset']/*"/>	
            <msdn-id>bb173924</msdn-id>	
            <unmanaged>HRESULT ID3DX10Mesh::IntersectSubset([In] unsigned int AttribId,[In] D3DXVECTOR3* pRayPos,[In] D3DXVECTOR3* pRayDir,[In] unsigned int* pHitCount,[In] unsigned int* pFaceIndex,[In] float* pU,[In] float* pV,[In] float* pDist,[In] ID3D10Blob** ppAllHits)</unmanaged>	
            <unmanaged-short>ID3DX10Mesh::IntersectSubset</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Mesh.Commit">
            <summary>	
            <p>Commit any changes made to a mesh to the device so that the changes can be rendered. This should be called after a mesh's data is altered and before it is rendered. A mesh cannot be rendered unless it is committed to the device. See remarks.</p>	
            </summary>	
            <returns><p>The return value is one of the values listed in Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>When a mesh is loaded, it's data is loaded into staging resources, meaning the data can be altered but not rendered. When CommitToDevice is called, the data from the staging resources are copied into device resources so that they can be rendered. Although the data is committed to the device, the staging resources remain and can be modified. If any modifications are made to the staging resources, the staging resources must be committed to the device again in order for those changes to be rendered on screen.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10Mesh::CommitToDevice']/*"/>	
            <msdn-id>bb173903</msdn-id>	
            <unmanaged>HRESULT ID3DX10Mesh::CommitToDevice()</unmanaged>	
            <unmanaged-short>ID3DX10Mesh::CommitToDevice</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Mesh.DrawSubset(System.Int32)">
            <summary>	
            <p>Draws a subset of a mesh.</p>	
            </summary>	
            <param name="attribId"><dd>  <p>Specifies which subset of the mesh to draw. This value is used to differentiate faces in a mesh as belonging to one or more attribute groups.</p> </dd></param>	
            <returns><p>The return value is one of the values listed in Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>An attribute table is used to identify areas of the mesh that need to be drawn with different textures, render states, materials, and so on. In addition, the application can use the attribute table to hide portions of a mesh by not drawing a given attribute identifier (AttribId) when drawing the frame.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10Mesh::DrawSubset']/*"/>	
            <msdn-id>bb173905</msdn-id>	
            <unmanaged>HRESULT ID3DX10Mesh::DrawSubset([In] unsigned int AttribId)</unmanaged>	
            <unmanaged-short>ID3DX10Mesh::DrawSubset</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Mesh.DrawSubsetInstanced(System.Int32,System.Int32,System.Int32)">
            <summary>	
            <p>Draw several instances of the same subset of a mesh.</p>	
            </summary>	
            <param name="attribId"><dd>  <p>Specifies which subset of the mesh to draw. This value is used to differentiate faces in a mesh as belonging to one or more attribute groups.  See remarks.</p> </dd></param>	
            <param name="instanceCount"><dd>  <p>Number of instances to render.</p> </dd></param>	
            <param name="startInstanceLocation"><dd>  <p>Which instance to start fetching from in each buffer marked as instance data.</p> </dd></param>	
            <returns><p>The return value is one of the values listed in Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>A mesh contains an attribute table. The attribute table can divide a mesh into subsets, where each subset is identified with an attribute ID.  For example, a mesh with 200 faces, divided into three subsets, might have an attribute table that looks like this:</p><table> <tr><td>AttribID 0</td><td>Faces 0 ~ 50</td></tr> <tr><td>AttribID 1</td><td>Faces 51 ~ 125</td></tr> <tr><td>AttribID 2</td><td>Faces 126 ~ 200</td></tr> </table><p>?</p><p>Instancing may extend performance by reusing the same geometry to draw multiple objects in a scene.  One example of instancing could be to draw the same object with different positions and colors.  Indexing requires multiple vertex buffers: at least one for per-vertex data and a second buffer for per-instance data.</p><p>Drawing instances with DrawSubsetInstanced is very similar to the process used with <strong><see cref="M:SharpDX.Direct3D10.Device.DrawIndexedInstanced(System.Int32,System.Int32,System.Int32,System.Int32,System.Int32)"/></strong> that is outlined  in Instancing Sample.  The key difference when using DrawSubsetInstanced is that vertex and index buffers must be extracted  from the <strong><see cref="T:SharpDX.Direct3D10.Mesh"/> Interface</strong> object before the instancing data can be combined.</p><p>The following code illustrates extracting the vertex and index buffers from the mesh object.</p><pre><code> <see cref="T:SharpDX.Direct3D10.Buffer"/>* vertexBuffer; pDeviceObj-&gt;pMesh-&gt;GetDeviceVertexBuffer(0, &amp;vertexBuffer); <see cref="T:SharpDX.Direct3D10.Buffer"/>* indexBuffer; pDeviceObj-&gt;pMesh-&gt;GetDeviceIndexBuffer(&amp;indexBuffer); </code></pre>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10Mesh::DrawSubsetInstanced']/*"/>	
            <msdn-id>Bb173906</msdn-id>	
            <unmanaged>HRESULT ID3DX10Mesh::DrawSubsetInstanced([In] unsigned int AttribId,[In] unsigned int InstanceCount,[In] unsigned int StartInstanceLocation)</unmanaged>	
            <unmanaged-short>ID3DX10Mesh::DrawSubsetInstanced</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Mesh.GetDeviceVertexBuffer(System.Int32)">
            <summary>	
            <p>Access the mesh's vertex buffer after it has been committed to the device with <strong><see cref="M:SharpDX.Direct3D10.Mesh.Commit"/></strong>. This is different from <strong><see cref="M:SharpDX.Direct3D10.Mesh.GetVertexBuffer(System.Int32)"/></strong>, which returns the vertex buffer before it has been committed to the device.</p>	
            </summary>	
            <param name="iBuffer">No documentation.</param>	
            <returns>No documentation.</returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10Mesh::GetDeviceVertexBuffer']/*"/>	
            <msdn-id>Bb173914</msdn-id>	
            <unmanaged>HRESULT ID3DX10Mesh::GetDeviceVertexBuffer([In] unsigned int iBuffer,[In] ID3D10Buffer** ppVertexBuffer)</unmanaged>	
            <unmanaged-short>ID3DX10Mesh::GetDeviceVertexBuffer</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Mesh.GetDeviceIndexBuffer">
            <summary>	
            <p>Access the mesh's index buffer after it has been committed to the device with <strong><see cref="M:SharpDX.Direct3D10.Mesh.Commit"/></strong>. This is different from <strong><see cref="M:SharpDX.Direct3D10.Mesh.GetIndexBuffer"/></strong>, which returns the index buffer before it has been committed to the device.</p>	
            </summary>	
            <returns>No documentation.</returns>	
            <remarks>	
            <p>If the mesh's index buffer has not already been committed to the device, this API will automatically commit the index buffer before it returns a reference to the buffer.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10Mesh::GetDeviceIndexBuffer']/*"/>	
            <msdn-id>bb173913</msdn-id>	
            <unmanaged>HRESULT ID3DX10Mesh::GetDeviceIndexBuffer([In] ID3D10Buffer** ppIndexBuffer)</unmanaged>	
            <unmanaged-short>ID3DX10Mesh::GetDeviceIndexBuffer</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Mesh.#ctor(SharpDX.Direct3D10.Device,SharpDX.Direct3D10.InputElement[],System.String,System.Int32,System.Int32,SharpDX.Direct3D10.MeshFlags)">
            <summary>	
            Creates a mesh object using a declarator.	
            </summary>	
            <param name="device">Pointer to an <see cref="T:SharpDX.Direct3D10.Device"/>, the device object to be associated with the mesh. </param>
            <param name="elements">Array of <see cref="T:SharpDX.Direct3D10.InputElement"/> elements, describing the vertex format for the returned mesh. This parameter must map directly to a flexible vertex format (FVF). </param>
            <param name="positionElement">Semantic that identifies which part of the vertex declaration contains position information. </param>
            <param name="vertexCount">Number of vertices for the mesh. This parameter must be greater than 0. </param>
            <param name="faceCount">Number of faces for the mesh. The valid range for this number is greater than 0, and one less than the maximum DWORD (typically 65534), because the last index is reserved. </param>
            <param name="flags">Combination of one or more flags from the <see cref="T:SharpDX.Direct3D10.MeshFlags"/>, specifying options for the mesh.  </param>
            <unmanaged>HRESULT D3DX10CreateMesh([None] ID3D10Device* pDevice,[In, Buffer] const D3D10_INPUT_ELEMENT_DESC* pDeclaration,[None] int DeclCount,[None] const char* pPositionSemantic,[None] int VertexCount,[None] int FaceCount,[None] int Options,[None] ID3DX10Mesh** ppMesh)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.Mesh.Clone(SharpDX.Direct3D10.InputElement[],System.String,SharpDX.Direct3D10.MeshFlags)">
            <summary>	
            Creates a new mesh and fills it with the data of a previously loaded mesh.	
            </summary>	
            <param name="positionElement">The semantic name for the position data. </param>
            <param name="elements">Array of <see cref="T:SharpDX.Direct3D10.InputElement"/> structures, describing the vertex format for the returned mesh. See <see cref="T:SharpDX.Direct3D10.InputElement"/>. </param>
            <param name="flags">Creation flags to be applied to the new mesh. See <see cref="T:SharpDX.Direct3D10.MeshFlags"/>.</param>
            <returns>returns the Mesh cloned. </returns>
            <unmanaged>HRESULT ID3DX10Mesh::CloneMesh([None] int Flags,[None] const char* pPosSemantic,[In, Buffer] const D3D10_INPUT_ELEMENT_DESC* pDesc,[None] int DeclCount,[None] ID3DX10Mesh** ppCloneMesh)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.Mesh.GetAttributeBuffer">
            <summary>	
            Access the mesh's attribute buffer.	
            </summary>	
            <returns>Returns the attribute buffer. See <see cref="T:SharpDX.Direct3D10.MeshBuffer"/>. </returns>
            <unmanaged>HRESULT ID3DX10Mesh::GetAttributeBuffer([None] ID3DX10MeshBuffer** ppAttribute)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.Mesh.GetAttributeTable">
            <summary>	
            Retrieves either an attribute table for a mesh, or the number of entries stored in an attribute table for a mesh.	
            </summary>	
            <remarks>	
            An attribute table is used to identify areas of the mesh that need to be drawn with different textures, render states, materials, and so on. In addition, the application can use the attribute table to hide portions of a mesh by not drawing a given attribute identifier when drawing the frame. 	
            </remarks>	
            <returns>Returns an array of <see cref="T:SharpDX.Direct3D10.MeshAttributeRange"/> structures, representing the entries in the mesh's attribute table. </returns>
            <unmanaged>HRESULT ID3DX10Mesh::GetAttributeTable([Out, Buffer, Optional] D3DX10_ATTRIBUTE_RANGE* pAttribTable,[None] int* pAttribTableSize)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.Mesh.GetPointRepresentationBuffer">
            <summary>	
            Get the mesh's point rep buffer.	
            </summary>	
            <returns>Returns a mesh buffer containing the mesh's point rep data. See <see cref="T:SharpDX.Direct3D10.MeshBuffer"/>. </returns>
            <unmanaged>HRESULT ID3DX10Mesh::GetPointRepBuffer([None] ID3DX10MeshBuffer** ppPointReps)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.Mesh.Optimize(SharpDX.Direct3D10.MeshOptimizeFlags)">
            <summary>
            Optimizes the mesh data.
            </summary>
            <param name="flags">Flags indicating which optimizations to perform.</param>
            <returns>A result code.</returns>
        </member>
        <member name="M:SharpDX.Direct3D10.Mesh.Optimize(SharpDX.Direct3D10.MeshOptimizeFlags,System.Int32[]@,System.Int32[]@)">
            <summary>	
            Generates a new mesh with reordered faces and vertices to optimize drawing performance.	
            </summary>	
            <remarks>	
            This method generates a new mesh. Before running Optimize, an application must generate an adjacency buffer by calling <see cref="M:SharpDX.Direct3D10.Mesh.GenerateAdjacencyAndPointRepresentation(System.Single)"/>. The adjacency buffer contains adjacency data, such as a list of edges and the faces that are adjacent to each other. This method is very similar to the <see cref="M:SharpDX.Direct3D10.Mesh.CloneMesh(System.Int32,System.String,SharpDX.Direct3D10.InputElement[],System.Int32,SharpDX.Direct3D10.Mesh@)"/> method, except that it can perform optimization while generating the new clone of the mesh. The output mesh inherits all of the creation parameters of the input mesh. 	
            </remarks>	
            <param name="flags">Specifies the type of optimization to perform. This parameter can be set to a combination of one or more flags from D3DXMESHOPT and D3DXMESH (except D3DXMESH_32BIT, D3DXMESH_IB_WRITEONLY, and D3DXMESH_WRITEONLY). </param>
            <param name="faceRemap">An array of UINTs, one per face, that identifies the original mesh face that corresponds to each face in the optimized mesh.</param>
            <param name="vertexRemap">An array of index for each vertex that specifies how the new vertices map to the old vertices. This remap is useful if you need to alter external data based on the new vertex mapping. </param>
            <returns>The return value is one of the values listed in {{Direct3D 10 Return Codes}}. </returns>
            <unmanaged>HRESULT ID3DX10Mesh::Optimize([None] int Flags,[Out, Buffer, Optional] int* pFaceRemap,[In] LPD3D10BLOB* ppVertexRemap)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.Mesh.SetAdjacencyData(SharpDX.DataStream)">
            <summary>	
            Set the mesh's adjacency data.	
            </summary>	
            <param name="data">The adjacency data to set </param>
            <returns>The return value is one of the values listed in {{Direct3D 10 Return Codes}}. </returns>
            <unmanaged>HRESULT ID3DX10Mesh::SetAdjacencyData([In] const int* pAdjacency)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.Mesh.SetAttributeData(SharpDX.DataStream)">
            <summary>	
            Set the mesh's attribute data.	
            </summary>	
            <param name="data">The attribute data to set. </param>
            <returns>The return value is one of the values listed in {{Direct3D 10 Return Codes}}. </returns>
            <unmanaged>HRESULT ID3DX10Mesh::SetAttributeData([In] const int* pData)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.Mesh.SetAttributeTable(SharpDX.Direct3D10.MeshAttributeRange[])">
            <summary>
            Sets the attribute table for a mesh and the number of entries stored in the table.	
            </summary>	
            <remarks>	
            If an application keeps track of the information in an attribute table, and rearranges the table as a result of changes to attributes or faces, this method allows the application to update the attribute tables instead of calling ID3DX10Mesh::Optimize again. 	
            </remarks>	
            <param name="data">an array of <see cref="T:SharpDX.Direct3D10.MeshAttributeRange"/> structures, representing the entries in the mesh attribute table. </param>
            <returns>The return value is one of the values listed in {{Direct3D 10 Return Codes}}. </returns>
            <unmanaged>HRESULT ID3DX10Mesh::SetAttributeTable([In, Buffer] const D3DX10_ATTRIBUTE_RANGE* pAttribTable,[None] int cAttribTableSize)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.Mesh.SetIndexData(SharpDX.DataStream,System.Int32)">
            <summary>	
            Set the mesh's index data.	
            </summary>	
            <param name="data">The index data. </param>
            <param name="count">The number of indices in pData. </param>
            <returns>The return value is one of the values listed in {{Direct3D 10 Return Codes}}. </returns>
            <unmanaged>HRESULT ID3DX10Mesh::SetIndexData([None] const void* pData,[None] int cIndices)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.Mesh.SetPointRepresentationData(SharpDX.DataStream)">
            <summary>	
            Set the point rep data for the mesh.	
            </summary>	
            <param name="data">The point rep data to set. </param>
            <returns>The return value is one of the values listed in {{Direct3D 10 Return Codes}}. </returns>
            <unmanaged>HRESULT ID3DX10Mesh::SetPointRepData([None] const int* pPointReps)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.Mesh.SetVertexData(System.Int32,SharpDX.DataStream)">
            <summary>	
            Set vertex data into one of the mesh's vertex buffers.	
            </summary>	
            <param name="index">The vertex buffer to be filled with pData. </param>
            <param name="data">The vertex data to set. </param>
            <returns>The return value is one of the values listed in {{Direct3D 10 Return Codes}}. </returns>
            <unmanaged>HRESULT ID3DX10Mesh::SetVertexData([None] int iBuffer,[None] const void* pData)</unmanaged>
        </member>
        <member name="P:SharpDX.Direct3D10.Mesh.FaceCount">
            <summary>	
            <p>Retrieves the number of faces in the mesh.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10Mesh::GetFaceCount']/*"/>	
            <msdn-id>bb173915</msdn-id>	
            <unmanaged>GetFaceCount</unmanaged>	
            <unmanaged-short>GetFaceCount</unmanaged-short>	
            <unmanaged>unsigned int ID3DX10Mesh::GetFaceCount()</unmanaged>
        </member>
        <member name="P:SharpDX.Direct3D10.Mesh.VertexCount">
            <summary>	
            <p>Get the number of vertices in the mesh. A mesh may contain multiple vertex buffers (i.e. one vertex buffer may contain all position data, another may contains all texture coordinate data, etc.), however each vertex buffer will contain the same number of elements.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10Mesh::GetVertexCount']/*"/>	
            <msdn-id>bb173921</msdn-id>	
            <unmanaged>GetVertexCount</unmanaged>	
            <unmanaged-short>GetVertexCount</unmanaged-short>	
            <unmanaged>unsigned int ID3DX10Mesh::GetVertexCount()</unmanaged>
        </member>
        <member name="P:SharpDX.Direct3D10.Mesh.VertexBufferCount">
            <summary>	
            <p>Get the number of vertex buffers in the mesh.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10Mesh::GetVertexBufferCount']/*"/>	
            <msdn-id>bb173920</msdn-id>	
            <unmanaged>GetVertexBufferCount</unmanaged>	
            <unmanaged-short>GetVertexBufferCount</unmanaged-short>	
            <unmanaged>unsigned int ID3DX10Mesh::GetVertexBufferCount()</unmanaged>
        </member>
        <member name="P:SharpDX.Direct3D10.Mesh.Flags">
            <summary>	
            Access the mesh's creation flags.	
            </summary>	
            <returns>The creation flags passed into the options parameter of <see cref="M:SharpDX.Direct3D10.D3DX10.CreateMesh(SharpDX.Direct3D10.Device,SharpDX.Direct3D10.InputElement[],System.Int32,System.String,System.Int32,System.Int32,System.Int32,SharpDX.Direct3D10.Mesh)"/> when the mesh was created. See {{D3DX10_MESH}}. </returns>
            <unmanaged>int ID3DX10Mesh::GetFlags()</unmanaged>
        </member>
        <member name="T:SharpDX.Direct3D10.MeshBuffer">
            <summary>	
            <p>A mesh buffer is a buffer that contains data about a mesh. It can contain one of five different types of data: vertex data, index data, adjacency data, attribute data, or point rep data. The structure is used to access these five pieces of data through the following five APIs: <strong><see cref="M:SharpDX.Direct3D10.Mesh.GetVertexBuffer(System.Int32)"/></strong>, <strong><see cref="M:SharpDX.Direct3D10.Mesh.GetIndexBuffer"/></strong>, <strong><see cref="M:SharpDX.Direct3D10.Mesh.GetAdjacencyBuffer"/></strong>, <strong><see cref="M:SharpDX.Direct3D10.Mesh.GetAttributeBuffer(SharpDX.Direct3D10.MeshBuffer@)"/></strong>, or <strong><see cref="M:SharpDX.Direct3D10.Mesh.GetPointRepBuffer(SharpDX.Direct3D10.MeshBuffer@)"/></strong>.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10MeshBuffer']/*"/>	
            <msdn-id>bb173898</msdn-id>	
            <unmanaged>ID3DX10MeshBuffer</unmanaged>	
            <unmanaged-short>ID3DX10MeshBuffer</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.MeshBuffer.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.MeshBuffer"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D10.MeshBuffer.op_Explicit(System.IntPtr)~SharpDX.Direct3D10.MeshBuffer">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D10.MeshBuffer"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D10.MeshBuffer.Map(System.IntPtr@,SharpDX.PointerSize@)">
            <summary>	
            <p>Get a reference to the mesh buffer memory to modify its contents.</p>	
            </summary>	
            <param name="dataOut"><dd>  <p>Pointer to the buffer data.</p> </dd></param>	
            <param name="sizeRef"><dd>  <p>Size of the buffer in bytes.</p> </dd></param>	
            <returns><p>The return value is one of the values listed in Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <table> <tr><td> <p>Differences between Direct3D 9 and Direct3D 10:</p> <p>Map() in Direct3D 10 is analogous to resource Map() in Direct3D 9.</p> </td></tr> </table><p>?</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10MeshBuffer::Map']/*"/>	
            <msdn-id>bb173900</msdn-id>	
            <unmanaged>HRESULT ID3DX10MeshBuffer::Map([Out] void** ppData,[Out] SIZE_T* pSize)</unmanaged>	
            <unmanaged-short>ID3DX10MeshBuffer::Map</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.MeshBuffer.Unmap">
            <summary>	
            <p>Unmap a buffer.</p>	
            </summary>	
            <returns><p>The return value is one of the values listed in Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <table> <tr><td> <p>Differences between Direct3D 9 and Direct3D 10:</p> <p>Unmap() in Direct3D 10 is analogous to resource Unlock() in Direct3D 9.</p> </td></tr> </table><p>?</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10MeshBuffer::Unmap']/*"/>	
            <msdn-id>bb173901</msdn-id>	
            <unmanaged>HRESULT ID3DX10MeshBuffer::Unmap()</unmanaged>	
            <unmanaged-short>ID3DX10MeshBuffer::Unmap</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.MeshBuffer.GetSizeInBytes">
            <summary>	
            <p>Get the size of the mesh buffer, in bytes.</p>	
            </summary>	
            <returns><p>The size of the mesh buffer, in bytes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10MeshBuffer::GetSize']/*"/>	
            <msdn-id>bb173899</msdn-id>	
            <unmanaged>SIZE_T ID3DX10MeshBuffer::GetSize()</unmanaged>	
            <unmanaged-short>ID3DX10MeshBuffer::GetSize</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.MeshBuffer.Map">
            <summary>	
            Get a reference to the mesh buffer memory to modify its contents.	
            </summary>	
            <remarks>	
            Differences between Direct3D 9 and Direct3D 10: Map() in Direct3D 10 is analogous to resource Map() in Direct3D 9.   ? 	
            </remarks>	
            <returns>Returns a reference to the mesh buffer memory to modify its contents</returns>
            <unmanaged>HRESULT ID3DX10MeshBuffer::Map([Out] void** ppData,[Out] SIZE_T* pSize)</unmanaged>
        </member>
        <member name="P:SharpDX.Direct3D10.MeshBuffer.SizeInBytes">
            <summary>	
            <p>Get the size of the mesh buffer, in bytes.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10MeshBuffer::GetSize']/*"/>	
            <msdn-id>bb173899</msdn-id>	
            <unmanaged>GetSize</unmanaged>	
            <unmanaged-short>GetSize</unmanaged-short>	
            <unmanaged>SIZE_T ID3DX10MeshBuffer::GetSize()</unmanaged>
        </member>
        <member name="T:SharpDX.Direct3D10.PixelShader">
            <summary>	
            <p>A pixel-shader interface manages an executable program (a pixel shader) that controls the pixel-shader stage.</p>	
            </summary>	
            <remarks>	
            <p>The pixel-shader interface has no methods; use HLSL to implement your shader functionality. All shaders in Direct3D 10 are implemented from a common set of features referred to as the common shader core.</p><p>To create a pixel shader interface, call <strong><see cref="M:SharpDX.Direct3D10.Device.CreatePixelShader(System.IntPtr,SharpDX.PointerSize,SharpDX.Direct3D10.PixelShader)"/></strong>. Before using a pixel shader you must bind it to the device by calling <strong><see cref="M:SharpDX.Direct3D10.PixelShaderStage.Set(SharpDX.Direct3D10.PixelShader)"/></strong>.</p><p>This interface is defined in D3D10.h.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10PixelShader']/*"/>	
            <msdn-id>bb173821</msdn-id>	
            <unmanaged>ID3D10PixelShader</unmanaged>	
            <unmanaged-short>ID3D10PixelShader</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.PixelShader.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.PixelShader"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D10.PixelShader.op_Explicit(System.IntPtr)~SharpDX.Direct3D10.PixelShader">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D10.PixelShader"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D10.PixelShader.#ctor(SharpDX.Direct3D10.Device,System.Byte[])">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D10.PixelShader" /> class.
            </summary>
            <param name = "device">The device used to create the shader.</param>
            <param name = "shaderBytecode">The compiled shader bytecode.</param>
        </member>
        <member name="T:SharpDX.Direct3D10.PixelShaderStage">
            <summary>	
            <p>The device interface represents a virtual adapter for Direct3D 10.0; it is used to perform rendering and create Direct3D resources.</p>	
            </summary>	
            <remarks>	
            <p>A device is created using <strong><see cref="M:SharpDX.Direct3D10.D3D10.CreateDevice(SharpDX.DXGI.Adapter,SharpDX.Direct3D10.DriverType,System.IntPtr,SharpDX.Direct3D10.DeviceCreationFlags,System.Int32,SharpDX.Direct3D10.Device)"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device']/*"/>	
            <msdn-id>bb173528</msdn-id>	
            <unmanaged>ID3D10Device</unmanaged>	
            <unmanaged-short>ID3D10Device</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.PixelShaderStage.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.PixelShaderStage"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D10.PixelShaderStage.op_Explicit(System.IntPtr)~SharpDX.Direct3D10.PixelShaderStage">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D10.PixelShaderStage"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D10.PixelShaderStage.SetShaderResources(System.Int32,System.Int32,SharpDX.Direct3D10.ShaderResourceView[])">
            <summary>	
            <p>Bind an array of shader resources to the pixel shader stage.</p>	
            </summary>	
            <param name="startSlot">No documentation.</param>	
            <param name="numViews">No documentation.</param>	
            <param name="shaderResourceViewsOut">No documentation.</param>	
            <remarks>	
            <p>If you bind a subresource as an input and an output, this API will fill the destination shader resource slot with <strong><c>null</c></strong>. The debug layer (when active) will alert you if this is true.</p><p>For information about creating shader-resource views, see <strong><see cref="M:SharpDX.Direct3D10.Device.CreateShaderResourceView(SharpDX.Direct3D10.Resource,System.Nullable{SharpDX.Direct3D10.ShaderResourceViewDescription},SharpDX.Direct3D10.ShaderResourceView)"/></strong>.</p><p>The method will not hold a reference to the interfaces passed in. For that reason, applications should be careful not to release an interface currently in use by the device.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::PSSetShaderResources']/*"/>	
            <msdn-id>bb173606</msdn-id>	
            <unmanaged>void ID3D10Device::PSSetShaderResources([In] unsigned int StartSlot,[In] unsigned int NumViews,[In, Buffer] const ID3D10ShaderResourceView** ppShaderResourceViews)</unmanaged>	
            <unmanaged-short>ID3D10Device::PSSetShaderResources</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.PixelShaderStage.SetShaderResources(System.Int32,System.Int32,SharpDX.ComArray{SharpDX.Direct3D10.ShaderResourceView})">
            <summary>	
            <p>Bind an array of shader resources to the pixel shader stage.</p>	
            </summary>	
            <param name="startSlot">No documentation.</param>	
            <param name="numViews">No documentation.</param>	
            <param name="shaderResourceViewsOut">No documentation.</param>	
            <remarks>	
            <p>If you bind a subresource as an input and an output, this API will fill the destination shader resource slot with <strong><c>null</c></strong>. The debug layer (when active) will alert you if this is true.</p><p>For information about creating shader-resource views, see <strong><see cref="M:SharpDX.Direct3D10.Device.CreateShaderResourceView(SharpDX.Direct3D10.Resource,System.Nullable{SharpDX.Direct3D10.ShaderResourceViewDescription},SharpDX.Direct3D10.ShaderResourceView)"/></strong>.</p><p>The method will not hold a reference to the interfaces passed in. For that reason, applications should be careful not to release an interface currently in use by the device.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::PSSetShaderResources']/*"/>	
            <msdn-id>bb173606</msdn-id>	
            <unmanaged>void ID3D10Device::PSSetShaderResources([In] unsigned int StartSlot,[In] unsigned int NumViews,[In, Buffer] const ID3D10ShaderResourceView** ppShaderResourceViews)</unmanaged>	
            <unmanaged-short>ID3D10Device::PSSetShaderResources</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.PixelShaderStage.Set(SharpDX.Direct3D10.PixelShader)">
            <summary>	
            <p>Sets a pixel shader to the device.</p>	
            </summary>	
            <param name="pixelShaderRef"><dd>  <p>Pointer to a pixel shader (see <strong><see cref="T:SharpDX.Direct3D10.PixelShader"/></strong>). Passing in <strong><c>null</c></strong> disables the shader for this pipeline stage.</p> </dd></param>	
            <remarks>	
            <p>The method will not hold a reference to the interfaces passed in. For that reason, applications should be careful not to release an interface currently in use by the device.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::PSSetShader']/*"/>	
            <msdn-id>bb173605</msdn-id>	
            <unmanaged>void ID3D10Device::PSSetShader([In, Optional] ID3D10PixelShader* pPixelShader)</unmanaged>	
            <unmanaged-short>ID3D10Device::PSSetShader</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.PixelShaderStage.SetSamplers(System.Int32,System.Int32,SharpDX.Direct3D10.SamplerState[])">
            <summary>	
            <p>Set an array of sampler states to the pixel shader pipeline stage.</p>	
            </summary>	
            <param name="startSlot">No documentation.</param>	
            <param name="numSamplers">No documentation.</param>	
            <param name="samplersOut">No documentation.</param>	
            <remarks>	
            <p>Any sampler may be set to <strong><c>null</c></strong>; this invokes the default state, which is defined to be the following.</p><table> <tr><th>State</th><th>Default Value</th></tr> <tr><td>Filter</td><td><see cref="F:SharpDX.Direct3D10.Filter.MinMagMipLinear"/></td></tr> <tr><td>AddressU</td><td><see cref="F:SharpDX.Direct3D10.TextureAddressMode.Clamp"/></td></tr> <tr><td>AddressV</td><td><see cref="F:SharpDX.Direct3D10.TextureAddressMode.Clamp"/></td></tr> <tr><td>AddressW</td><td><see cref="F:SharpDX.Direct3D10.TextureAddressMode.Clamp"/></td></tr> <tr><td>MipLODBias</td><td>0</td></tr> <tr><td>MaxAnisotropy</td><td>1</td></tr> <tr><td>ComparisonFunc</td><td><see cref="F:SharpDX.Direct3D10.Comparison.Never"/></td></tr> <tr><td>BorderColor[0]</td><td>1.0f</td></tr> <tr><td>BorderColor[1]</td><td>1.0f</td></tr> <tr><td>BorderColor[2]</td><td>1.0f</td></tr> <tr><td>BorderColor[3]</td><td>1.0f</td></tr> <tr><td>MinLOD</td><td>-FLT_MAX</td></tr> <tr><td>MaxLOD</td><td>FLT_MAX</td></tr> </table><p>?</p><p>The method will not hold a reference to the interfaces passed in. For that reason, applications should be careful not to release an interface currently in use by the device.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::PSSetSamplers']/*"/>	
            <msdn-id>bb173604</msdn-id>	
            <unmanaged>void ID3D10Device::PSSetSamplers([In] unsigned int StartSlot,[In] unsigned int NumSamplers,[In, Buffer] const ID3D10SamplerState** ppSamplers)</unmanaged>	
            <unmanaged-short>ID3D10Device::PSSetSamplers</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.PixelShaderStage.SetSamplers(System.Int32,System.Int32,SharpDX.ComArray{SharpDX.Direct3D10.SamplerState})">
            <summary>	
            <p>Set an array of sampler states to the pixel shader pipeline stage.</p>	
            </summary>	
            <param name="startSlot">No documentation.</param>	
            <param name="numSamplers">No documentation.</param>	
            <param name="samplersOut">No documentation.</param>	
            <remarks>	
            <p>Any sampler may be set to <strong><c>null</c></strong>; this invokes the default state, which is defined to be the following.</p><table> <tr><th>State</th><th>Default Value</th></tr> <tr><td>Filter</td><td><see cref="F:SharpDX.Direct3D10.Filter.MinMagMipLinear"/></td></tr> <tr><td>AddressU</td><td><see cref="F:SharpDX.Direct3D10.TextureAddressMode.Clamp"/></td></tr> <tr><td>AddressV</td><td><see cref="F:SharpDX.Direct3D10.TextureAddressMode.Clamp"/></td></tr> <tr><td>AddressW</td><td><see cref="F:SharpDX.Direct3D10.TextureAddressMode.Clamp"/></td></tr> <tr><td>MipLODBias</td><td>0</td></tr> <tr><td>MaxAnisotropy</td><td>1</td></tr> <tr><td>ComparisonFunc</td><td><see cref="F:SharpDX.Direct3D10.Comparison.Never"/></td></tr> <tr><td>BorderColor[0]</td><td>1.0f</td></tr> <tr><td>BorderColor[1]</td><td>1.0f</td></tr> <tr><td>BorderColor[2]</td><td>1.0f</td></tr> <tr><td>BorderColor[3]</td><td>1.0f</td></tr> <tr><td>MinLOD</td><td>-FLT_MAX</td></tr> <tr><td>MaxLOD</td><td>FLT_MAX</td></tr> </table><p>?</p><p>The method will not hold a reference to the interfaces passed in. For that reason, applications should be careful not to release an interface currently in use by the device.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::PSSetSamplers']/*"/>	
            <msdn-id>bb173604</msdn-id>	
            <unmanaged>void ID3D10Device::PSSetSamplers([In] unsigned int StartSlot,[In] unsigned int NumSamplers,[In, Buffer] const ID3D10SamplerState** ppSamplers)</unmanaged>	
            <unmanaged-short>ID3D10Device::PSSetSamplers</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.PixelShaderStage.SetConstantBuffers(System.Int32,System.Int32,SharpDX.Direct3D10.Buffer[])">
            <summary>	
            <p>Set the constant buffers used by the pixel shader pipeline stage.</p>	
            </summary>	
            <param name="startSlot">No documentation.</param>	
            <param name="numBuffers">No documentation.</param>	
            <param name="constantBuffersOut">No documentation.</param>	
            <remarks>	
            <p>The method will not hold a reference to the interfaces passed in. For that reason, applications should be careful not to release an interface currently in use by the device.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::PSSetConstantBuffers']/*"/>	
            <msdn-id>bb173603</msdn-id>	
            <unmanaged>void ID3D10Device::PSSetConstantBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer] const ID3D10Buffer** ppConstantBuffers)</unmanaged>	
            <unmanaged-short>ID3D10Device::PSSetConstantBuffers</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.PixelShaderStage.SetConstantBuffers(System.Int32,System.Int32,SharpDX.ComArray{SharpDX.Direct3D10.Buffer})">
            <summary>	
            <p>Set the constant buffers used by the pixel shader pipeline stage.</p>	
            </summary>	
            <param name="startSlot">No documentation.</param>	
            <param name="numBuffers">No documentation.</param>	
            <param name="constantBuffersOut">No documentation.</param>	
            <remarks>	
            <p>The method will not hold a reference to the interfaces passed in. For that reason, applications should be careful not to release an interface currently in use by the device.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::PSSetConstantBuffers']/*"/>	
            <msdn-id>bb173603</msdn-id>	
            <unmanaged>void ID3D10Device::PSSetConstantBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer] const ID3D10Buffer** ppConstantBuffers)</unmanaged>	
            <unmanaged-short>ID3D10Device::PSSetConstantBuffers</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.PixelShaderStage.GetShaderResources(System.Int32,System.Int32,SharpDX.Direct3D10.ShaderResourceView[])">
            <summary>	
            <p>Get the pixel shader resources.</p>	
            </summary>	
            <param name="startSlot"><dd>  <p>Index into the device's zero-based array to begin getting shader resources from.</p> </dd></param>	
            <param name="numViews"><dd>  <p>The number of resources to get from the device. Up to a maximum of 128 slots are available for shader resources.</p> </dd></param>	
            <param name="shaderResourceViewsOut"><dd>  <p>Array of <strong>shader resource view</strong> interfaces to be returned by the device.</p> </dd></param>	
            <remarks>	
            <p>Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::PSGetShaderResources']/*"/>	
            <msdn-id>bb173602</msdn-id>	
            <unmanaged>void ID3D10Device::PSGetShaderResources([In] unsigned int StartSlot,[In] unsigned int NumViews,[Out, Buffer] ID3D10ShaderResourceView** ppShaderResourceViews)</unmanaged>	
            <unmanaged-short>ID3D10Device::PSGetShaderResources</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.PixelShaderStage.Get(SharpDX.Direct3D10.PixelShader@)">
            <summary>	
            <p>Get the pixel shader currently set on the device.</p>	
            </summary>	
            <param name="pixelShaderOut"><dd>  <p>Address of a reference to a pixel shader (see <strong><see cref="T:SharpDX.Direct3D10.PixelShader"/></strong>) to be returned by the method.</p> </dd></param>	
            <remarks>	
            <p>Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::PSGetShader']/*"/>	
            <msdn-id>bb173601</msdn-id>	
            <unmanaged>void ID3D10Device::PSGetShader([Out] ID3D10PixelShader** ppPixelShader)</unmanaged>	
            <unmanaged-short>ID3D10Device::PSGetShader</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.PixelShaderStage.GetSamplers(System.Int32,System.Int32,SharpDX.Direct3D10.SamplerState[])">
            <summary>	
            <p>Get an array of sampler states from the pixel shader pipeline stage.</p>	
            </summary>	
            <param name="startSlot">No documentation.</param>	
            <param name="numSamplers">No documentation.</param>	
            <param name="samplersOut">No documentation.</param>	
            <remarks>	
            <p>Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::PSGetSamplers']/*"/>	
            <msdn-id>bb173600</msdn-id>	
            <unmanaged>void ID3D10Device::PSGetSamplers([In] unsigned int StartSlot,[In] unsigned int NumSamplers,[Out, Buffer] ID3D10SamplerState** ppSamplers)</unmanaged>	
            <unmanaged-short>ID3D10Device::PSGetSamplers</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.PixelShaderStage.GetConstantBuffers(System.Int32,System.Int32,SharpDX.Direct3D10.Buffer[])">
            <summary>	
            <p>Get the constant buffers used by the pixel shader pipeline stage.</p>	
            </summary>	
            <param name="startSlot">No documentation.</param>	
            <param name="numBuffers">No documentation.</param>	
            <param name="constantBuffersOut">No documentation.</param>	
            <remarks>	
            <p>Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::PSGetConstantBuffers']/*"/>	
            <msdn-id>bb173599</msdn-id>	
            <unmanaged>void ID3D10Device::PSGetConstantBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[Out, Buffer] ID3D10Buffer** ppConstantBuffers)</unmanaged>	
            <unmanaged-short>ID3D10Device::PSGetConstantBuffers</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.Predicate">
            <summary>	
            <p>A predicate interface determines whether geometry should be processed depending on the results of a previous draw call.</p>	
            </summary>	
            <remarks>	
            <p>A predicate can be created with <strong><see cref="M:SharpDX.Direct3D10.Device.CreatePredicate(SharpDX.Direct3D10.QueryDescription,SharpDX.Direct3D10.Predicate)"/></strong>, and used with <strong><see cref="M:SharpDX.Direct3D10.Device.SetPredication(SharpDX.Direct3D10.Predicate,SharpDX.Bool)"/></strong>.</p><p>There are two types of predicates in Direct3D 10: stream-output-overflow predicates and occlusion predicates. Stream-output-overflow predicates will cause any geometry residing in stream-output buffers that were overflowed to not be processed. Occlusion predicates will cause any geometry that did not have a single sample pass the depth/stencil tests to not be processed.</p><p>For an example of occlusion-predicated rendering, see Draw Predicated Sample. </p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Predicate']/*"/>	
            <msdn-id>bb173822</msdn-id>	
            <unmanaged>ID3D10Predicate</unmanaged>	
            <unmanaged-short>ID3D10Predicate</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.Query">
            <summary>	
            <p>A query interface queries information from the GPU.</p>	
            </summary>	
            <remarks>	
            <p>A query can be created with <strong><see cref="M:SharpDX.Direct3D10.Device.CreateQuery(SharpDX.Direct3D10.QueryDescription,SharpDX.Direct3D10.Query)"/></strong>.</p><p>This interface inherits the functionality of an <strong><see cref="T:SharpDX.Direct3D10.Asynchronous"/> Interface</strong>.</p><p>Query data is typically gathered by issuing an <strong><see cref="M:SharpDX.Direct3D10.Asynchronous.Begin"/></strong> command, issuing some graphics commands, issuing an <strong><see cref="M:SharpDX.Direct3D10.Asynchronous.End"/></strong> command, and then calling <strong><see cref="M:SharpDX.Direct3D10.Asynchronous.GetData"/></strong> to get data about what happened in between the Begin and End calls. The data returned by GetData will be different depending on the type of query.</p><p>There are, however, some queries that do not require calls to Begin. For a list of possible queries see <strong><see cref="T:SharpDX.Direct3D10.QueryType"/></strong>.</p><p>A query is typically executed as shown in the following code:</p><pre><code><see cref="T:SharpDX.Direct3D10.QueryDescription"/> queryDesc; ... // Fill out queryDesc structure <see cref="T:SharpDX.Direct3D10.Query"/> * pQuery;	
            pDevice-&gt;CreateQuery(&amp;queryDesc, &amp;pQuery); pQuery-&gt;Begin(); ... // Issue graphis commands, do whatever pQuery-&gt;End(); UINT64 queryData; // This data type is different depending on the query type while( <see cref="F:SharpDX.Result.Ok"/> != pQuery-&gt;GetData(&amp;queryData, sizeof(UINT64), 0) )	
            {	
            }	
            </code></pre><p>When using a query that does not require a call to Begin, it still requires a call to End. The call to End causes the data returned by GetData to be accurate up until the last call to End.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Query']/*"/>	
            <msdn-id>bb173823</msdn-id>	
            <unmanaged>ID3D10Query</unmanaged>	
            <unmanaged-short>ID3D10Query</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Query.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.Query"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D10.Query.op_Explicit(System.IntPtr)~SharpDX.Direct3D10.Query">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D10.Query"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D10.Query.GetDescription(SharpDX.Direct3D10.QueryDescription@)">
            <summary>	
            <p>Get a query description.</p>	
            </summary>	
            <param name="descRef"><dd>  <p>Pointer to a query description (see <strong><see cref="T:SharpDX.Direct3D10.QueryDescription"/></strong>).</p> </dd></param>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Query::GetDesc']/*"/>	
            <msdn-id>bb173824</msdn-id>	
            <unmanaged>void ID3D10Query::GetDesc([Out] D3D10_QUERY_DESC* pDesc)</unmanaged>	
            <unmanaged-short>ID3D10Query::GetDesc</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Query.#ctor(SharpDX.Direct3D10.Device,SharpDX.Direct3D10.QueryDescription)">
            <summary>
              Constructs a new <see cref = "T:SharpDX.Direct3D10.Query" /> based on the specified description.
            </summary>
            <param name = "device">The device with which to associate the state object.</param>
            <param name = "description">The query description.</param>
            <returns>The newly created object.</returns>
        </member>
        <member name="P:SharpDX.Direct3D10.Query.Description">
            <summary>	
            <p>Get a query description.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Query::GetDesc']/*"/>	
            <msdn-id>bb173824</msdn-id>	
            <unmanaged>GetDesc</unmanaged>	
            <unmanaged-short>GetDesc</unmanaged-short>	
            <unmanaged>void ID3D10Query::GetDesc([Out] D3D10_QUERY_DESC* pDesc)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.Predicate.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.Predicate"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D10.Predicate.op_Explicit(System.IntPtr)~SharpDX.Direct3D10.Predicate">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D10.Predicate"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D10.Predicate.#ctor(SharpDX.Direct3D10.Device,SharpDX.Direct3D10.QueryDescription)">
            <summary>
              Constructs a new <see cref = "T:SharpDX.Direct3D10.Predicate" /> based on the specified description.
            </summary>
            <param name = "device">The device with which to associate the state object.</param>
            <param name = "description">The query description.</param>
            <returns>The newly created object.</returns>
        </member>
        <member name="T:SharpDX.Direct3D10.RasterizerState">
            <summary>	
            <p>A rasterizer-state interface accesses rasterizer state for the rasterizer stage.</p>	
            </summary>	
            <remarks>	
            <p>A rasterizer-state object is created with <strong><see cref="M:SharpDX.Direct3D10.Device.CreateRasterizerState(SharpDX.Direct3D10.RasterizerStateDescription@,SharpDX.Direct3D10.RasterizerState)"/></strong> and bound to the pipeline with <strong><see cref="M:SharpDX.Direct3D10.RasterizerStage.SetState(SharpDX.Direct3D10.RasterizerState)"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10RasterizerState']/*"/>	
            <msdn-id>bb173825</msdn-id>	
            <unmanaged>ID3D10RasterizerState</unmanaged>	
            <unmanaged-short>ID3D10RasterizerState</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.RasterizerState.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.RasterizerState"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D10.RasterizerState.op_Explicit(System.IntPtr)~SharpDX.Direct3D10.RasterizerState">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D10.RasterizerState"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D10.RasterizerState.GetDescription(SharpDX.Direct3D10.RasterizerStateDescription@)">
            <summary>	
            <p>Get the properties of a rasterizer-state object.</p>	
            </summary>	
            <param name="descRef"><dd>  <p>Pointer to a rasterizer-state description (see <strong><see cref="T:SharpDX.Direct3D10.RasterizerStateDescription"/></strong>).</p> </dd></param>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10RasterizerState::GetDesc']/*"/>	
            <msdn-id>bb173826</msdn-id>	
            <unmanaged>void ID3D10RasterizerState::GetDesc([Out] D3D10_RASTERIZER_DESC* pDesc)</unmanaged>	
            <unmanaged-short>ID3D10RasterizerState::GetDesc</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.RasterizerState.#ctor(SharpDX.Direct3D10.Device,SharpDX.Direct3D10.RasterizerStateDescription)">
            <summary>
              Constructs a new <see cref = "T:SharpDX.Direct3D10.RasterizerState" /> based on the specified description.
            </summary>
            <param name = "device">The device with which to associate the state object.</param>
            <param name = "description">The state description.</param>
            <returns>The newly created object.</returns>
        </member>
        <member name="M:SharpDX.Direct3D10.RasterizerState.#ctor(SharpDX.Direct3D10.Device,SharpDX.Direct3D10.RasterizerStateDescription@)">
            <summary>
              Constructs a new <see cref = "T:SharpDX.Direct3D10.RasterizerState" /> based on the specified description.
            </summary>
            <param name = "device">The device with which to associate the state object.</param>
            <param name = "description">The state description.</param>
            <returns>The newly created object.</returns>
        </member>
        <member name="P:SharpDX.Direct3D10.RasterizerState.Description">
            <summary>	
            <p>Get the properties of a rasterizer-state object.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10RasterizerState::GetDesc']/*"/>	
            <msdn-id>bb173826</msdn-id>	
            <unmanaged>GetDesc</unmanaged>	
            <unmanaged-short>GetDesc</unmanaged-short>	
            <unmanaged>void ID3D10RasterizerState::GetDesc([Out] D3D10_RASTERIZER_DESC* pDesc)</unmanaged>
        </member>
        <member name="T:SharpDX.Direct3D10.RenderTargetView">
            <summary>	
            <p>A render-target-view interface identifies the render-target subresources that can be accessed during rendering.</p>	
            </summary>	
            <remarks>	
            <p>To create a render-target view, call <strong><see cref="M:SharpDX.Direct3D10.Device.CreateRenderTargetView(SharpDX.Direct3D10.Resource,System.Nullable{SharpDX.Direct3D10.RenderTargetViewDescription},SharpDX.Direct3D10.RenderTargetView)"/></strong>. To bind a render-target view to the pipeline, call <strong><see cref="M:SharpDX.Direct3D10.OutputMergerStage.SetRenderTargets(System.Int32,SharpDX.Direct3D10.RenderTargetView[],SharpDX.Direct3D10.DepthStencilView)"/></strong>.</p><p>A rendertarget is a resource that can be written by the output-merger stage at the end of a render pass. Each render-target should also have a corresponding depth-stencil view.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10RenderTargetView']/*"/>	
            <msdn-id>bb173827</msdn-id>	
            <unmanaged>ID3D10RenderTargetView</unmanaged>	
            <unmanaged-short>ID3D10RenderTargetView</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.RenderTargetView.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.RenderTargetView"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D10.RenderTargetView.op_Explicit(System.IntPtr)~SharpDX.Direct3D10.RenderTargetView">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D10.RenderTargetView"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D10.RenderTargetView.GetDescription(SharpDX.Direct3D10.RenderTargetViewDescription@)">
            <summary>	
            <p>Get the properties of a render target view.</p>	
            </summary>	
            <param name="descRef"><dd>  <p>Pointer to the description of a render target view (see <strong><see cref="T:SharpDX.Direct3D10.RenderTargetViewDescription"/></strong>).</p> </dd></param>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10RenderTargetView::GetDesc']/*"/>	
            <msdn-id>bb173828</msdn-id>	
            <unmanaged>void ID3D10RenderTargetView::GetDesc([Out] D3D10_RENDER_TARGET_VIEW_DESC* pDesc)</unmanaged>	
            <unmanaged-short>ID3D10RenderTargetView::GetDesc</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.RenderTargetView.#ctor(SharpDX.Direct3D10.Device,SharpDX.Direct3D10.Resource)">
            <summary>
              Creates a <see cref = "T:SharpDX.Direct3D10.RenderTargetView" /> for accessing resource data.
            </summary>
            <param name = "device">The device to use when creating this <see cref = "T:SharpDX.Direct3D10.RenderTargetView" />.</param>
            <param name = "resource">The resource that represents the render-target surface. This surface must have been created with the <see cref = "T:SharpDX.Direct3D10.BindFlags">RenderTarget</see> flag.</param>
            <unmanaged>ID3D10Device::CreateRenderTargetView</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.RenderTargetView.#ctor(SharpDX.Direct3D10.Device,SharpDX.Direct3D10.Resource,SharpDX.Direct3D10.RenderTargetViewDescription)">
            <summary>
              Creates a <see cref = "T:SharpDX.Direct3D10.RenderTargetView" /> for accessing resource data.
            </summary>
            <param name = "device">The device to use when creating this <see cref = "T:SharpDX.Direct3D10.RenderTargetView" />.</param>
            <param name = "resource">The resource that represents the render-target surface. This surface must have been created with the <see cref = "T:SharpDX.Direct3D10.BindFlags">RenderTarget</see> flag.</param>
            <param name = "description">A structure describing the <see cref = "T:SharpDX.Direct3D10.RenderTargetView" /> to be created.</param>
            <unmanaged>ID3D10Device::CreateRenderTargetView</unmanaged>
        </member>
        <member name="P:SharpDX.Direct3D10.RenderTargetView.Description">
            <summary>	
            <p>Get the properties of a render target view.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10RenderTargetView::GetDesc']/*"/>	
            <msdn-id>bb173828</msdn-id>	
            <unmanaged>GetDesc</unmanaged>	
            <unmanaged-short>GetDesc</unmanaged-short>	
            <unmanaged>void ID3D10RenderTargetView::GetDesc([Out] D3D10_RENDER_TARGET_VIEW_DESC* pDesc)</unmanaged>
        </member>
        <member name="T:SharpDX.Direct3D10.SamplerState">
            <summary>	
            <p>A sampler-state interface accesses sampler state for a texture.</p>	
            </summary>	
            <remarks>	
            <p>Create a sampler-state object by calling <strong><see cref="M:SharpDX.Direct3D10.Device.CreateSamplerState(SharpDX.Direct3D10.SamplerStateDescription@,SharpDX.Direct3D10.SamplerState)"/></strong>.</p><p>To initialize sampler state, bind the sampler-state object to the pipeline by calling <strong><see cref="M:SharpDX.Direct3D10.VertexShaderStage.SetSamplers(System.Int32,System.Int32,SharpDX.Direct3D10.SamplerState[])"/></strong>, <strong><see cref="M:SharpDX.Direct3D10.GeometryShaderStage.SetSamplers(System.Int32,System.Int32,SharpDX.Direct3D10.SamplerState[])"/></strong>, or <strong><see cref="M:SharpDX.Direct3D10.PixelShaderStage.SetSamplers(System.Int32,System.Int32,SharpDX.Direct3D10.SamplerState[])"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10SamplerState']/*"/>	
            <msdn-id>bb173833</msdn-id>	
            <unmanaged>ID3D10SamplerState</unmanaged>	
            <unmanaged-short>ID3D10SamplerState</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.SamplerState.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.SamplerState"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D10.SamplerState.op_Explicit(System.IntPtr)~SharpDX.Direct3D10.SamplerState">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D10.SamplerState"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D10.SamplerState.GetDescription(SharpDX.Direct3D10.SamplerStateDescription@)">
            <summary>	
            <p>Get the sampler state.</p>	
            </summary>	
            <param name="descRef"><dd>  <p>A reference to the sampler state (see <strong><see cref="T:SharpDX.Direct3D10.SamplerStateDescription"/></strong>).</p> </dd></param>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10SamplerState::GetDesc']/*"/>	
            <msdn-id>bb173834</msdn-id>	
            <unmanaged>void ID3D10SamplerState::GetDesc([Out] D3D10_SAMPLER_DESC* pDesc)</unmanaged>	
            <unmanaged-short>ID3D10SamplerState::GetDesc</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.SamplerState.#ctor(SharpDX.Direct3D10.Device,SharpDX.Direct3D10.SamplerStateDescription)">
            <summary>
              Constructs a new <see cref = "T:SharpDX.Direct3D10.SamplerState" /> based on the specified description.
            </summary>
            <param name = "device">The device with which to associate the state object.</param>
            <param name = "description">The state description.</param>
            <returns>The newly created object.</returns>
        </member>
        <member name="M:SharpDX.Direct3D10.SamplerState.#ctor(SharpDX.Direct3D10.Device,SharpDX.Direct3D10.SamplerStateDescription@)">
            <summary>
              Constructs a new <see cref = "T:SharpDX.Direct3D10.SamplerState" /> based on the specified description.
            </summary>
            <param name = "device">The device with which to associate the state object.</param>
            <param name = "description">The state description.</param>
            <returns>The newly created object.</returns>
        </member>
        <member name="P:SharpDX.Direct3D10.SamplerState.Description">
            <summary>	
            <p>Get the sampler state.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10SamplerState::GetDesc']/*"/>	
            <msdn-id>bb173834</msdn-id>	
            <unmanaged>GetDesc</unmanaged>	
            <unmanaged-short>GetDesc</unmanaged-short>	
            <unmanaged>void ID3D10SamplerState::GetDesc([Out] D3D10_SAMPLER_DESC* pDesc)</unmanaged>
        </member>
        <member name="T:SharpDX.Direct3D10.ShaderResourceView">
            <summary>	
            <p>A shader-resource-view interface specifies the subresources a shader can access during rendering. Examples of shader resources include a constant buffer, a texture buffer, a texture or a sampler.</p>	
            </summary>	
            <remarks>	
            <p>To create a shader-resource view, call <strong><see cref="M:SharpDX.Direct3D10.Device.CreateShaderResourceView(SharpDX.Direct3D10.Resource,System.Nullable{SharpDX.Direct3D10.ShaderResourceViewDescription},SharpDX.Direct3D10.ShaderResourceView)"/></strong>.</p><p>A shader-resource view is required when binding a resource to a shader stage; the binding occurs by calling <strong><see cref="M:SharpDX.Direct3D10.GeometryShaderStage.SetShaderResources(System.Int32,System.Int32,SharpDX.Direct3D10.ShaderResourceView[])"/></strong>, <strong><see cref="M:SharpDX.Direct3D10.VertexShaderStage.SetShaderResources(System.Int32,System.Int32,SharpDX.Direct3D10.ShaderResourceView[])"/></strong> or <strong><see cref="M:SharpDX.Direct3D10.PixelShaderStage.SetShaderResources(System.Int32,System.Int32,SharpDX.Direct3D10.ShaderResourceView[])"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10ShaderResourceView']/*"/>	
            <msdn-id>bb173854</msdn-id>	
            <unmanaged>ID3D10ShaderResourceView</unmanaged>	
            <unmanaged-short>ID3D10ShaderResourceView</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.ShaderResourceView.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.ShaderResourceView"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D10.ShaderResourceView.op_Explicit(System.IntPtr)~SharpDX.Direct3D10.ShaderResourceView">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D10.ShaderResourceView"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D10.ShaderResourceView.GetDescription(SharpDX.Direct3D10.ShaderResourceViewDescription@)">
            <summary>	
            <p>Get the shader resource view's description.</p>	
            </summary>	
            <param name="descRef"><dd>  <p>A reference to a <strong><see cref="T:SharpDX.Direct3D10.ShaderResourceViewDescription"/></strong> structure to be filled with data about the shader resource view.</p> </dd></param>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10ShaderResourceView::GetDesc']/*"/>	
            <msdn-id>bb173855</msdn-id>	
            <unmanaged>void ID3D10ShaderResourceView::GetDesc([Out] D3D10_SHADER_RESOURCE_VIEW_DESC* pDesc)</unmanaged>	
            <unmanaged-short>ID3D10ShaderResourceView::GetDesc</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.ShaderResourceView.#ctor(SharpDX.Direct3D10.Device,SharpDX.Direct3D10.Resource)">
            <summary>
              Creates a <see cref = "T:SharpDX.Direct3D10.ShaderResourceView" /> for accessing resource data.
            </summary>
            <param name = "device">The device to use when creating this <see cref = "T:SharpDX.Direct3D10.ShaderResourceView" />.</param>
            <param name = "resource">The resource that represents the render-target surface. This surface must have been created with the <see cref = "T:SharpDX.Direct3D10.BindFlags">ShaderResource</see> flag.</param>
            <unmanaged>ID3D10Device::CreateShaderResourceView</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.ShaderResourceView.#ctor(SharpDX.Direct3D10.Device,SharpDX.Direct3D10.Resource,SharpDX.Direct3D10.ShaderResourceViewDescription)">
            <summary>
              Creates a <see cref = "T:SharpDX.Direct3D10.ShaderResourceView" /> for accessing resource data.
            </summary>
            <param name = "device">The device to use when creating this <see cref = "T:SharpDX.Direct3D10.ShaderResourceView" />.</param>
            <param name = "resource">The resource that represents the render-target surface. This surface must have been created with the <see cref = "T:SharpDX.Direct3D10.BindFlags">ShaderResource</see> flag.</param>
            <param name = "description">A structure describing the <see cref = "T:SharpDX.Direct3D10.ShaderResourceView" /> to be created.</param>
            <unmanaged>ID3D10Device::CreateShaderResourceView</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.ShaderResourceView.FromFile(SharpDX.Direct3D10.Device,System.String)">
            <summary>	
            Create a shader-resource view from a file. Read the characteristics of a texture when the texture is loaded.
            </summary>	
            <param name="device">A reference to the device (see <see cref="T:SharpDX.Direct3D10.Device"/>) that will use the resource. </param>
            <param name="fileName">Name of the file that contains the shader-resource view.</param>
            <returns>Returns a reference to the shader-resource view (see <see cref="T:SharpDX.Direct3D10.ShaderResourceView"/>). </returns>
            <unmanaged>HRESULT D3DX10CreateShaderResourceViewFromFileW([None] ID3D10Device* pDevice,[None] const wchar_t* pSrcFile,[In, Optional] D3DX10_IMAGE_LOAD_INFO* pLoadInfo,[None] ID3DX10ThreadPump* pPump,[None] ID3D10ShaderResourceView** ppShaderResourceView,[None] HRESULT* pHResult)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.ShaderResourceView.FromFile(SharpDX.Direct3D10.Device,System.String,SharpDX.Direct3D10.ImageLoadInformation)">
            <summary>	
            Create a shader-resource view from a file.	
            </summary>	
            <param name="device">A reference to the device (see <see cref="T:SharpDX.Direct3D10.Device"/>) that will use the resource. </param>
            <param name="fileName">Name of the file that contains the shader-resource view.</param>
            <param name="loadInformation">Identifies the characteristics of a texture (see <see cref="T:SharpDX.Direct3D10.ImageLoadInformation"/>) when the data processor is created. </param>
            <returns>Returns a reference to the shader-resource view (see <see cref="T:SharpDX.Direct3D10.ShaderResourceView"/>). </returns>
            <unmanaged>HRESULT D3DX10CreateShaderResourceViewFromFileW([None] ID3D10Device* pDevice,[None] const wchar_t* pSrcFile,[In, Optional] D3DX10_IMAGE_LOAD_INFO* pLoadInfo,[None] ID3DX10ThreadPump* pPump,[None] ID3D10ShaderResourceView** ppShaderResourceView,[None] HRESULT* pHResult)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.ShaderResourceView.FromMemory(SharpDX.Direct3D10.Device,System.Byte[])">
            <summary>	
            Create a shader-resource view from a file in memory.	
            </summary>	
            <param name="device">A reference to the device (see <see cref="T:SharpDX.Direct3D10.Device"/>) that will use the resource. </param>
            <param name="memory">Pointer to a memory location that contains the shader-resource view. </param>
            <returns>Returns a reference to the shader-resource view (see <see cref="T:SharpDX.Direct3D10.ShaderResourceView"/>). </returns>
            <unmanaged>HRESULT D3DX10CreateShaderResourceViewFromMemory([None] ID3D10Device* pDevice,[None] const void* pSrcData,[None] SIZE_T SrcDataSize,[In, Optional] D3DX10_IMAGE_LOAD_INFO* pLoadInfo,[None] ID3DX10ThreadPump* pPump,[None] ID3D10ShaderResourceView** ppShaderResourceView,[None] HRESULT* pHResult)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.ShaderResourceView.FromMemory(SharpDX.Direct3D10.Device,System.Byte[],SharpDX.Direct3D10.ImageLoadInformation)">
            <summary>	
            Create a shader-resource view from a file in memory.	
            </summary>	
            <param name="device">A reference to the device (see <see cref="T:SharpDX.Direct3D10.Device"/>) that will use the resource. </param>
            <param name="memory">Pointer to a memory location that contains the shader-resource view. </param>
            <param name="loadInformation">Identifies the characteristics of a texture (see <see cref="T:SharpDX.Direct3D10.ImageLoadInformation"/>) when the data processor is created. </param>
            <returns>Returns a reference to the shader-resource view (see <see cref="T:SharpDX.Direct3D10.ShaderResourceView"/>). </returns>
            <unmanaged>HRESULT D3DX10CreateShaderResourceViewFromMemory([None] ID3D10Device* pDevice,[None] const void* pSrcData,[None] SIZE_T SrcDataSize,[In, Optional] D3DX10_IMAGE_LOAD_INFO* pLoadInfo,[None] ID3DX10ThreadPump* pPump,[None] ID3D10ShaderResourceView** ppShaderResourceView,[None] HRESULT* pHResult)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.ShaderResourceView.FromStream(SharpDX.Direct3D10.Device,System.IO.Stream,System.Int32)">
            <summary>	
            Create a shader-resource view from a file in a stream..	
            </summary>	
            <param name="device">A reference to the device (see <see cref="T:SharpDX.Direct3D10.Device"/>) that will use the resource. </param>
            <param name="stream">Pointer to the file in memory that contains the shader-resource view. </param>
            <param name="sizeInBytes">Size of the file to read from the stream</param>
            <returns>Returns a reference to the shader-resource view (see <see cref="T:SharpDX.Direct3D10.ShaderResourceView"/>). </returns>
            <unmanaged>HRESULT D3DX10CreateShaderResourceViewFromMemory([None] ID3D10Device* pDevice,[None] const void* pSrcData,[None] SIZE_T SrcDataSize,[In, Optional] D3DX10_IMAGE_LOAD_INFO* pLoadInfo,[None] ID3DX10ThreadPump* pPump,[None] ID3D10ShaderResourceView** ppShaderResourceView,[None] HRESULT* pHResult)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.ShaderResourceView.FromStream(SharpDX.Direct3D10.Device,System.IO.Stream,System.Int32,SharpDX.Direct3D10.ImageLoadInformation)">
            <summary>	
            Create a shader-resource view from a file in a stream..	
            </summary>	
            <param name="device">A reference to the device (see <see cref="T:SharpDX.Direct3D10.Device"/>) that will use the resource. </param>
            <param name="stream">Pointer to the file in memory that contains the shader-resource view. </param>
            <param name="sizeInBytes">Size of the file to read from the stream</param>
            <param name="loadInformation">Identifies the characteristics of a texture (see <see cref="T:SharpDX.Direct3D10.ImageLoadInformation"/>) when the data processor is created. </param>
            <returns>Returns a reference to the shader-resource view (see <see cref="T:SharpDX.Direct3D10.ShaderResourceView"/>). </returns>
            <unmanaged>HRESULT D3DX10CreateShaderResourceViewFromMemory([None] ID3D10Device* pDevice,[None] const void* pSrcData,[None] SIZE_T SrcDataSize,[In, Optional] D3DX10_IMAGE_LOAD_INFO* pLoadInfo,[None] ID3DX10ThreadPump* pPump,[None] ID3D10ShaderResourceView** ppShaderResourceView,[None] HRESULT* pHResult)</unmanaged>
        </member>
        <member name="P:SharpDX.Direct3D10.ShaderResourceView.Description">
            <summary>	
            <p>Get the shader resource view's description.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10ShaderResourceView::GetDesc']/*"/>	
            <msdn-id>bb173855</msdn-id>	
            <unmanaged>GetDesc</unmanaged>	
            <unmanaged-short>GetDesc</unmanaged-short>	
            <unmanaged>void ID3D10ShaderResourceView::GetDesc([Out] D3D10_SHADER_RESOURCE_VIEW_DESC* pDesc)</unmanaged>
        </member>
        <member name="T:SharpDX.Direct3D10.ShaderResourceView1">
            <summary>	
            <p>A shader-resource-view interface specifies the subresources a shader can access during rendering. Examples of shader resources include a constant buffer, a texture buffer, a texture or a sampler.</p>	
            </summary>	
            <remarks>	
            <p>To create a shader-resource view, call <strong><see cref="M:SharpDX.Direct3D10.Device1.CreateShaderResourceView1(SharpDX.Direct3D10.Resource,System.Nullable{SharpDX.Direct3D10.ShaderResourceViewDescription1},SharpDX.Direct3D10.ShaderResourceView1)"/></strong>.</p><p>A shader-resource view is required when binding a resource to a shader stage; the binding occurs by calling <strong><see cref="M:SharpDX.Direct3D10.GeometryShaderStage.SetShaderResources(System.Int32,System.Int32,SharpDX.Direct3D10.ShaderResourceView[])"/></strong>, <strong><see cref="M:SharpDX.Direct3D10.VertexShaderStage.SetShaderResources(System.Int32,System.Int32,SharpDX.Direct3D10.ShaderResourceView[])"/></strong> or <strong><see cref="M:SharpDX.Direct3D10.PixelShaderStage.SetShaderResources(System.Int32,System.Int32,SharpDX.Direct3D10.ShaderResourceView[])"/></strong>.</p><p>This method requires Windows Vista Service Pack 1.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10ShaderResourceView1']/*"/>	
            <msdn-id>bb694557</msdn-id>	
            <unmanaged>ID3D10ShaderResourceView1</unmanaged>	
            <unmanaged-short>ID3D10ShaderResourceView1</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.ShaderResourceView1.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.ShaderResourceView1"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D10.ShaderResourceView1.op_Explicit(System.IntPtr)~SharpDX.Direct3D10.ShaderResourceView1">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D10.ShaderResourceView1"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D10.ShaderResourceView1.GetDescription1(SharpDX.Direct3D10.ShaderResourceViewDescription1@)">
            <summary>	
            <p>Get the shader resource view's description.</p>	
            </summary>	
            <param name="descRef"><dd>  <p>A reference to a <strong><see cref="T:SharpDX.Direct3D10.ShaderResourceViewDescription1"/></strong> structure to be filled with data about the shader resource view.</p> </dd></param>	
            <remarks>	
            <p>This method requires Windows Vista Service Pack 1.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10ShaderResourceView1::GetDesc1']/*"/>	
            <msdn-id>bb694558</msdn-id>	
            <unmanaged>void ID3D10ShaderResourceView1::GetDesc1([Out] D3D10_SHADER_RESOURCE_VIEW_DESC1* pDesc)</unmanaged>	
            <unmanaged-short>ID3D10ShaderResourceView1::GetDesc1</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.ShaderResourceView1.#ctor(SharpDX.Direct3D10.Device1,SharpDX.Direct3D10.Resource)">
            <summary>
              Creates a <see cref = "T:SharpDX.Direct3D10.ShaderResourceView1" /> for accessing resource data.
            </summary>
            <param name = "device">The device to use when creating this <see cref = "T:SharpDX.Direct3D10.ShaderResourceView" />.</param>
            <param name = "resource">The resource that represents the render-target surface. This surface must have been created with the <see cref = "T:SharpDX.Direct3D10.BindFlags">ShaderResource</see> flag.</param>
            <unmanaged>ID3D10Device1::CreateShaderResourceView1</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.ShaderResourceView1.#ctor(SharpDX.Direct3D10.Device1,SharpDX.Direct3D10.Resource,SharpDX.Direct3D10.ShaderResourceViewDescription1)">
            <summary>
              Creates a <see cref = "T:SharpDX.Direct3D10.ShaderResourceView1" /> for accessing resource data.
            </summary>
            <param name = "device">The device to use when creating this <see cref = "T:SharpDX.Direct3D10.ShaderResourceView1" />.</param>
            <param name = "resource">The resource that represents the render-target surface. This surface must have been created with the <see cref = "T:SharpDX.Direct3D10.BindFlags">ShaderResource</see> flag.</param>
            <param name = "description">A structure describing the <see cref = "T:SharpDX.Direct3D10.ShaderResourceView1" /> to be created.</param>
            <unmanaged>ID3D10Device1::CreateShaderResourceView1</unmanaged>
        </member>
        <member name="P:SharpDX.Direct3D10.ShaderResourceView1.Description1">
            <summary>	
            <p>Get the shader resource view's description.</p>	
            </summary>	
            <remarks>	
            <p>This method requires Windows Vista Service Pack 1.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10ShaderResourceView1::GetDesc1']/*"/>	
            <msdn-id>bb694558</msdn-id>	
            <unmanaged>GetDesc1</unmanaged>	
            <unmanaged-short>GetDesc1</unmanaged-short>	
            <unmanaged>void ID3D10ShaderResourceView1::GetDesc1([Out] D3D10_SHADER_RESOURCE_VIEW_DESC1* pDesc)</unmanaged>
        </member>
        <member name="T:SharpDX.Direct3D10.SkinInfo">
            <summary>	
            <p><see cref="T:SharpDX.Direct3D10.SkinInfo"/> allows you to optimize, process, and manually set the relationship between bones and vertices in your meshes (see Skeletal Animation on Wikipedia). It is most useful for making .x files exported by DCC Apps (such as 3DS Max and Maya) more hardware-friendly, and for improving the render speed of your skinned meshes in software render mode.</p>	
            </summary>	
            <remarks>	
            <p>Create a <see cref="T:SharpDX.Direct3D10.SkinInfo"/> interface with <strong><see cref="M:SharpDX.Direct3D10.D3DX10.CreateSkinInfo(SharpDX.Direct3D10.SkinInfo@)"/></strong>, <strong>D3DX10CreateSkinInfoFromBlendedMesh</strong>, or <strong>D3DX10CreateSkinInfoFVF</strong>.</p><p>The LPD3DX10SKININFO type is defined as a reference to the <strong><see cref="T:SharpDX.Direct3D10.SkinInfo"/></strong> interface. </p><pre><code> typedef struct <see cref="T:SharpDX.Direct3D10.SkinInfo"/> *LPD3DX10SKININFO;	
            </code></pre>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10SkinInfo']/*"/>	
            <msdn-id>Bb173932</msdn-id>	
            <unmanaged>ID3DX10SkinInfo</unmanaged>	
            <unmanaged-short>ID3DX10SkinInfo</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.SkinInfo.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.SkinInfo"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D10.SkinInfo.op_Explicit(System.IntPtr)~SharpDX.Direct3D10.SkinInfo">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D10.SkinInfo"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D10.SkinInfo.GetNumVertices">
            <summary>	
            <p>Get the number of vertices in <see cref="T:SharpDX.Direct3D10.SkinInfo"/>.</p>	
            </summary>	
            <returns><p>The number of vertices in <see cref="T:SharpDX.Direct3D10.SkinInfo"/>.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10SkinInfo::GetNumVertices']/*"/>	
            <msdn-id>bb173945</msdn-id>	
            <unmanaged>unsigned int ID3DX10SkinInfo::GetNumVertices()</unmanaged>	
            <unmanaged-short>ID3DX10SkinInfo::GetNumVertices</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.SkinInfo.GetNumBones">
            <summary>	
            <p>Get the number of bones in <see cref="T:SharpDX.Direct3D10.SkinInfo"/>.</p>	
            </summary>	
            <returns><p>The number of bones in <see cref="T:SharpDX.Direct3D10.SkinInfo"/>.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10SkinInfo::GetNumBones']/*"/>	
            <msdn-id>bb173944</msdn-id>	
            <unmanaged>unsigned int ID3DX10SkinInfo::GetNumBones()</unmanaged>	
            <unmanaged-short>ID3DX10SkinInfo::GetNumBones</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.SkinInfo.GetMaxBoneInfluences">
            <summary>	
            <p>Get the number of vertices a bone can maximally influence.</p>	
            </summary>	
            <returns><p>The number of vertices a bone can maximally influence.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10SkinInfo::GetMaxBoneInfluences']/*"/>	
            <msdn-id>bb173943</msdn-id>	
            <unmanaged>unsigned int ID3DX10SkinInfo::GetMaxBoneInfluences()</unmanaged>	
            <unmanaged-short>ID3DX10SkinInfo::GetMaxBoneInfluences</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.SkinInfo.AddVertices(System.Int32)">
            <summary>	
            <p>Allocate space for additional vertices.</p>	
            </summary>	
            <param name="count"><dd>  <p>The number of vertices to add.</p> </dd></param>	
            <returns><p>If this method succeeds, the return value is <see cref="F:SharpDX.Result.Ok"/>. If the method fails, the return value can be: E_OUTOFMEMORY.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10SkinInfo::AddVertices']/*"/>	
            <msdn-id>bb173935</msdn-id>	
            <unmanaged>HRESULT ID3DX10SkinInfo::AddVertices([In] unsigned int Count)</unmanaged>	
            <unmanaged-short>ID3DX10SkinInfo::AddVertices</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.SkinInfo.RemapVertices(System.Int32,System.Int32[])">
            <summary>	
            <p>Change which vertices are influenced by which bones.</p>	
            </summary>	
            <param name="newVertexCount"><dd>  <p>The new number of vertices.</p> </dd></param>	
            <param name="vertexRemapRef"><dd>  <p>A reference to an array of vertex indices, which describe the remapping. For example, say SkinInfo contains some vertices such that bone0 is mapped to v0, bone1 to v1, and bone2 to v2, and array with 2,1,0 is specified for pBoneRemap. This will cause bone0 to be mapped to v2, bone1 to v1, and bone2 to v0.</p> </dd></param>	
            <returns><p>If the method succeeds, the return value is <see cref="F:SharpDX.Result.Ok"/>. If the method fails, the return value can be: E_OUTOFMEMORY or E_INVALIDARG.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10SkinInfo::RemapVertices']/*"/>	
            <msdn-id>bb173947</msdn-id>	
            <unmanaged>HRESULT ID3DX10SkinInfo::RemapVertices([In] unsigned int NewVertexCount,[In, Buffer] unsigned int* pVertexRemap)</unmanaged>	
            <unmanaged-short>ID3DX10SkinInfo::RemapVertices</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.SkinInfo.AddBones(System.Int32)">
            <summary>	
            <p>Allocate space for more bones.</p>	
            </summary>	
            <param name="count"><dd>  <p>The number of bones to add.</p> </dd></param>	
            <returns><p>If this method succeeds, the return value is <see cref="F:SharpDX.Result.Ok"/>. If the method fails, the return value can be: E_OUTOFMEMORY.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10SkinInfo::AddBones']/*"/>	
            <msdn-id>bb173934</msdn-id>	
            <unmanaged>HRESULT ID3DX10SkinInfo::AddBones([In] unsigned int Count)</unmanaged>	
            <unmanaged-short>ID3DX10SkinInfo::AddBones</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.SkinInfo.RemoveBone(System.Int32)">
            <summary>	
            <p>Remove a bone.</p>	
            </summary>	
            <param name="index"><dd>  <p>An index that specifies which bone to remove. Must be between 0 and the value returned by <strong><see cref="M:SharpDX.Direct3D10.SkinInfo.GetNumBones"/></strong>.</p> </dd></param>	
            <returns><p>If the method succeeds, the return value is <see cref="F:SharpDX.Result.Ok"/>. If the method fails, the return value can be: E_INVALIDARG.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10SkinInfo::RemoveBone']/*"/>	
            <msdn-id>bb173948</msdn-id>	
            <unmanaged>HRESULT ID3DX10SkinInfo::RemoveBone([In] unsigned int Index)</unmanaged>	
            <unmanaged-short>ID3DX10SkinInfo::RemoveBone</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.SkinInfo.RemapBones(System.Int32,System.Int32[])">
            <summary>	
            <p>Change which bones influence which vertices.</p>	
            </summary>	
            <param name="newBoneCount"><dd>  <p>The new number of bones.</p> </dd></param>	
            <param name="boneRemapRef"><dd>  <p>A reference to an array of bone indices, which describe the remapping. For example, say SkinInfo contains some bones such that bone0 is mapped to v0, bone1 to v1, and bone2 to v2, and array with 2,1,0 is specified for pBoneRemap. This will cause bone0 to be mapped to v2, bone1 to v1, and bone2 to v0.</p> </dd></param>	
            <returns><p>If the method succeeds, the return value is <see cref="F:SharpDX.Result.Ok"/>. If the method fails, the return value can be: E_OUTOFMEMORY or E_INVALIDARG.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10SkinInfo::RemapBones']/*"/>	
            <msdn-id>bb173946</msdn-id>	
            <unmanaged>HRESULT ID3DX10SkinInfo::RemapBones([In] unsigned int NewBoneCount,[In, Buffer] unsigned int* pBoneRemap)</unmanaged>	
            <unmanaged-short>ID3DX10SkinInfo::RemapBones</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.SkinInfo.AddBoneInfluences(System.Int32,System.Int32,System.Int32[],System.Single[])">
            <summary>	
            <p>Enable an existing bone to influence a group of vertices and define how much influence the bone has on each vertex.</p>	
            </summary>	
            <param name="boneIndex"><dd>  <p>An index that specifies an existing bone. Must be between 0 and the value returned by <strong><see cref="M:SharpDX.Direct3D10.SkinInfo.GetNumBones"/></strong>.</p> </dd></param>	
            <param name="influenceCount"><dd>  <p>Number of vertices to add to the bone's influence.</p> </dd></param>	
            <param name="indicesRef"><dd>  <p>Pointer to an array of vertex indices.  Each member of this array has a corresponding member in pWeights, such that pIndices[i] corresponds to pWeights[i].  The corresponding value in pWeights[i] determines how much influence BoneIndex will have on the vertex indexed by pIndices[i]. The size of the pIndices array must be equal to or greater than InfluenceCount.</p> </dd></param>	
            <param name="weightsRef"><dd>  <p>Pointer to an array of bone weights.  Each member of this array has a corresponding member in pIndices, such that pWeights[i] corresponds to pIndices[i]. Each value in pWeights is between 0 and 1 and defines the amount of influence the bone has over each vertex. The size of pWeights must be equal to or greater than InfluenceCount.</p> </dd></param>	
            <returns><p>If the method succeeds, the return value is <see cref="F:SharpDX.Result.Ok"/>. If the method fails, the return value can be: E_INVALIDARG or E_OUTOFMEMORY.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10SkinInfo::AddBoneInfluences']/*"/>	
            <msdn-id>bb173933</msdn-id>	
            <unmanaged>HRESULT ID3DX10SkinInfo::AddBoneInfluences([In] unsigned int BoneIndex,[In] unsigned int InfluenceCount,[In, Buffer] unsigned int* pIndices,[In, Buffer] float* pWeights)</unmanaged>	
            <unmanaged-short>ID3DX10SkinInfo::AddBoneInfluences</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.SkinInfo.ClearBoneInfluences(System.Int32)">
            <summary>	
            <p>Clear a bone's list of vertices that it influences.</p>	
            </summary>	
            <param name="boneIndex"><dd>  <p>An index that specifies an existing bone. Must be between 0 and the value returned by <strong><see cref="M:SharpDX.Direct3D10.SkinInfo.GetNumBones"/></strong>.</p> </dd></param>	
            <returns><p>If the method succeeds, the return value is <see cref="F:SharpDX.Result.Ok"/>. If the method fails, the return value can be: E_INVALIDARG.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10SkinInfo::ClearBoneInfluences']/*"/>	
            <msdn-id>bb173936</msdn-id>	
            <unmanaged>HRESULT ID3DX10SkinInfo::ClearBoneInfluences([In] unsigned int BoneIndex)</unmanaged>	
            <unmanaged-short>ID3DX10SkinInfo::ClearBoneInfluences</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.SkinInfo.GetBoneInfluenceCount(System.Int32)">
            <summary>	
            <p>Get the number of vertices that a given bone influences.</p>	
            </summary>	
            <param name="boneIndex"><dd>  <p>An index that specifies an existing bone. Must be between 0 and the value returned by <strong><see cref="M:SharpDX.Direct3D10.SkinInfo.GetNumBones"/></strong>.</p> </dd></param>	
            <returns><p>If the method succeeds, the return value is <see cref="F:SharpDX.Result.Ok"/>. If the method fails, the return value can be: E_INVALIDARG.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10SkinInfo::GetBoneInfluenceCount']/*"/>	
            <msdn-id>bb173941</msdn-id>	
            <unmanaged>unsigned int ID3DX10SkinInfo::GetBoneInfluenceCount([In] unsigned int BoneIndex)</unmanaged>	
            <unmanaged-short>ID3DX10SkinInfo::GetBoneInfluenceCount</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.SkinInfo.GetBoneInfluences(System.Int32,System.Int32,System.Int32,System.Int32[],System.Single[])">
            <summary>	
            <p>Get a list of vertices that a given bone influences and a list of the amount of influence that bone has on each vertex.</p>	
            </summary>	
            <param name="boneIndex"><dd>  <p>An index that specifies an existing bone. Must be between 0 and the value returned by <strong><see cref="M:SharpDX.Direct3D10.SkinInfo.GetNumBones"/></strong>.</p> </dd></param>	
            <param name="offset"><dd>  <p>An offset from the top of the bone's list of influenced vertices. This must be between 0 and the value returned by <strong><see cref="M:SharpDX.Direct3D10.SkinInfo.GetBoneInfluenceCount(System.Int32)"/></strong>.</p> </dd></param>	
            <param name="count"><dd>  <p>The number of indices and weights to retrieve.  Must be between 0 and the value returned by <see cref="M:SharpDX.Direct3D10.SkinInfo.GetBoneInfluenceCount(System.Int32)"/>.</p> </dd></param>	
            <param name="destIndicesRef"><dd>  <p>A list of indices into the vertex buffer, each one representing a vertex influenced by the bone. These values correspond to the values in pDestWeights, such that pDestIndices[i] corresponds to pDestWeights[i].</p> </dd></param>	
            <param name="destWeightsRef"><dd>  <p>A list of the amount of influence the bone has on each vertex. These values correspond to the values in pDestIndices, such that pDestWeights[i] corresponds to pDestIndices[i].f</p> </dd></param>	
            <returns><p>If the method succeeds, the return value is <see cref="F:SharpDX.Result.Ok"/>. If the method fails, the return value can be: E_INVALIDARG or E_OUTOFMEMORY.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10SkinInfo::GetBoneInfluences']/*"/>	
            <msdn-id>bb173942</msdn-id>	
            <unmanaged>HRESULT ID3DX10SkinInfo::GetBoneInfluences([In] unsigned int BoneIndex,[In] unsigned int Offset,[In] unsigned int Count,[Out, Buffer] unsigned int* pDestIndices,[Out, Buffer] float* pDestWeights)</unmanaged>	
            <unmanaged-short>ID3DX10SkinInfo::GetBoneInfluences</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.SkinInfo.FindBoneInfluenceIndex(System.Int32,System.Int32,System.Int32)">
            <summary>	
            <p>Find the index that indicates where a given vertex is in a given bone's list of influenced vertices.</p>	
            </summary>	
            <param name="boneIndex"><dd>  <p>An index that specifies an existing bone. Must be between 0 and the value returned by <strong><see cref="M:SharpDX.Direct3D10.SkinInfo.GetNumBones"/></strong>.</p> </dd></param>	
            <param name="vertexIndex"><dd>  <p>The index of the vertex in the vertex buffer.</p> </dd></param>	
            <param name="influenceIndexRef"><dd>  <p>The index of the vertex in the bone's list of influenced vertices.</p> </dd></param>	
            <returns><p>If the method succeeds, the return value is <see cref="F:SharpDX.Result.Ok"/>. If the method fails, the return value can be: E_INVALIDARG.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10SkinInfo::FindBoneInfluenceIndex']/*"/>	
            <msdn-id>bb173939</msdn-id>	
            <unmanaged>HRESULT ID3DX10SkinInfo::FindBoneInfluenceIndex([In] unsigned int BoneIndex,[In] unsigned int VertexIndex,[In] unsigned int* pInfluenceIndex)</unmanaged>	
            <unmanaged-short>ID3DX10SkinInfo::FindBoneInfluenceIndex</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.SkinInfo.SetBoneInfluence(System.Int32,System.Int32,System.Single)">
            <summary>	
            <p>Set the amount of influence a given bone has over a given vertex.</p>	
            </summary>	
            <param name="boneIndex"><dd>  <p>An index that specifies an existing bone. Must be between 0 and the value returned by <strong><see cref="M:SharpDX.Direct3D10.SkinInfo.GetNumBones"/></strong>.</p> </dd></param>	
            <param name="influenceIndex"><dd>  <p>An index into the bone's list of vertices that it influences.</p> </dd></param>	
            <param name="weight"><dd>  <p>The amount of influence, between 0 and 1, that the bone has over the vertex.</p> </dd></param>	
            <returns><p>If the method succeeds, the return value is <see cref="!:SharpDX.Direct3D9.ResultCode.Success"/>. If the method fails, the return value can be E_INVALIDARG.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10SkinInfo::SetBoneInfluence']/*"/>	
            <msdn-id>bb173949</msdn-id>	
            <unmanaged>HRESULT ID3DX10SkinInfo::SetBoneInfluence([In] unsigned int BoneIndex,[In] unsigned int InfluenceIndex,[In] float Weight)</unmanaged>	
            <unmanaged-short>ID3DX10SkinInfo::SetBoneInfluence</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.SkinInfo.GetBoneInfluence(System.Int32,System.Int32,System.Single)">
            <summary>	
            <p>Get the amount of influence a given bone has over a given vertex.</p>	
            </summary>	
            <param name="boneIndex"><dd>  <p>An index that specifies an existing bone. Must be between 0 and the value returned by <strong><see cref="M:SharpDX.Direct3D10.SkinInfo.GetNumBones"/></strong>.</p> </dd></param>	
            <param name="influenceIndex"><dd>  <p>An index into the bone's list of vertices that it influences.</p> </dd></param>	
            <param name="weightRef"><dd>  <p>The amount of influence, between 0 and 1, that the bone has over the vertex.</p> </dd></param>	
            <returns><p>If the method succeeds, the return value is <see cref="!:SharpDX.Direct3D9.ResultCode.Success"/>. If the method fails, the return value can be E_INVALIDARG.</p></returns>	
            <remarks>	
            <p>Use <see cref="M:SharpDX.Direct3D10.SkinInfo.GetBoneInfluenceCount(System.Int32)"/> to find out how many vertices the bone influences.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10SkinInfo::GetBoneInfluence']/*"/>	
            <msdn-id>bb173940</msdn-id>	
            <unmanaged>HRESULT ID3DX10SkinInfo::GetBoneInfluence([In] unsigned int BoneIndex,[In] unsigned int InfluenceIndex,[In] float* pWeight)</unmanaged>	
            <unmanaged-short>ID3DX10SkinInfo::GetBoneInfluence</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.SkinInfo.Compact(System.Int32,System.Int32,System.Single)">
            <summary>	
            <p>Limit the number of bones that can influence a vertex and/or limit the amount of influence a bone can have on a vertex.</p>	
            </summary>	
            <param name="maxPerVertexInfluences"><dd>  <p>The maximum number of bones that can influence any given vertex. This value is ignored if it is greater than the value returned by <strong><see cref="M:SharpDX.Direct3D10.SkinInfo.GetMaxBoneInfluences"/></strong>.</p> </dd></param>	
            <param name="scaleMode"><dd>  <p>A flag describing how to scale the remaining weights on a given vertex after some have been chopped off by MinWeight. If D3DX10_SKININFO_NO_SCALING is specified, the weights will not be scaled at all. If D3DX10_SKININFO_SCALE_TO_1 is specified, the weights greater than MinWeight will be scaled up so that they add up to 1.0. If D3DX10_SKININFO_SCALE_TO_TOTAL is specified, the weights greater than MinWeight will be scaled up so that they add up to the original total.</p> </dd></param>	
            <param name="minWeight"><dd>  <p>The minimum percentage of influence, or weight, that any bone can have on any vertex. This value must be between 0 and 1.</p> </dd></param>	
            <returns><p>If the method succeeds, the return value is <see cref="F:SharpDX.Result.Ok"/>. If the method fails, the return value can be: E_OUTOFMEMORY or E_INVALIDARG.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10SkinInfo::Compact']/*"/>	
            <msdn-id>bb173937</msdn-id>	
            <unmanaged>HRESULT ID3DX10SkinInfo::Compact([In] unsigned int MaxPerVertexInfluences,[In] unsigned int ScaleMode,[In] float MinWeight)</unmanaged>	
            <unmanaged-short>ID3DX10SkinInfo::Compact</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.SkinInfo.DoSoftwareSkinning(System.Int32,System.Int32,System.IntPtr,System.Int32,System.IntPtr,System.Int32,SharpDX.Matrix@,System.Nullable{SharpDX.Matrix},SharpDX.Direct3D10.SkinningChannel,System.Int32)">
            <summary>	
            <p>Do software skinning on an array of vertices.</p>	
            </summary>	
            <param name="startVertex"><dd>  <p>A 0-based index into pSrcVertices.</p> </dd></param>	
            <param name="vertexCount"><dd>  <p>Number of vertices to transform.</p> </dd></param>	
            <param name="srcVerticesRef"><dd>  <p>Pointer to an array of vertices to transform.</p> </dd></param>	
            <param name="srcStride"><dd>  <p>The size, in bytes, of a vertex in pSrcVertices.</p> </dd></param>	
            <param name="destVerticesRef"><dd>  <p>Pointer to an array of vertices, which will be filled with the transformed vertices.</p> </dd></param>	
            <param name="destStride"><dd>  <p>The size, in bytes, of a vertex in pDestVertices.</p> </dd></param>	
            <param name="boneMatricesRef"><dd>  <p>An array of matrices that will be used to transform the points mapped to each bone, such that the vertices mapped to bone[i] will be transformed by pBoneMatrices[i].  This array will be used to transform the matrices only if the IsNormal value in pChannelDescs is set to <strong><see cref="F:SharpDX.Result.False"/></strong>, otherwise pInverseTransposeBoneMatrices will be used.</p> </dd></param>	
            <param name="inverseTransposeBoneMatricesRef"><dd>  <p>If this value is <strong><c>null</c></strong>, it will be set equal to pBoneMatrices.  This array of matrices will be used to transform the vertices only if the IsNormal value in pChannelDescs is set to <strong>TRUE</strong>, otherwise pBoneMatrices will be used.</p> </dd></param>	
            <param name="channelDescsRef"><dd>  <p>Pointer to a <see cref="T:SharpDX.Direct3D10.SkinningChannel"/> structure, which determines the member of the vertex decl the software skinning will be done on.</p> </dd></param>	
            <param name="numChannels"><dd>  <p>The number of <see cref="T:SharpDX.Direct3D10.SkinningChannel"/> structures in pChannelDescs.</p> </dd></param>	
            <returns><p>If the method succeeds, the return value is <see cref="F:SharpDX.Result.Ok"/>. If the method fails, the return value can be: E_INVALIDARG.</p></returns>	
            <remarks>	
            <p>Here is an example of how to use software skinning:</p><pre><code> //vertex definition	
            struct MyVertex	
            { <see cref="T:SharpDX.Vector3"/> Position; <see cref="T:SharpDX.Vector2"/> Weight; <see cref="T:SharpDX.Vector2"/> TexCoord;	
            }; //create vertex data	
            const UINT numVertices = 16;	
            MyVertex vertices[numVertices] = {...};	
            MyVertex destVertices[numVertices]; //create bone matrices	
            <see cref="T:SharpDX.Matrix"/> boneMatrices[2];	
            D3DXMatrixIdentity(&amp;boneMatrices[0]);	
            D3DXMatrixRotationX(&amp;boneMatrices[1], 3.14159f / 180.0f); //create bone indices and weights	
            UINT boneIndices[numVertices] = {...};	
            float boneWeights[2][numVertices] = {...}; //create skin info, populate it with bones and vertices, and then map them to each other	
            <see cref="T:SharpDX.Direct3D10.SkinInfo"/> *pSkinInfo = <c>null</c>;	
            <see cref="M:SharpDX.Direct3D10.D3DX10.CreateSkinInfo(SharpDX.Direct3D10.SkinInfo@)"/>(&amp;pSkinInfo);	
            pSkinInfo-&gt;AddBones(2);	
            pSkinInfo-&gt;AddVertices(numVertices);	
            pSkinInfo-&gt;AddBoneInfluences(0, numVertices, boneIndices, boneWeights[0]);	
            pSkinInfo-&gt;AddBoneInfluences(1, numVertices, boneIndices, boneWeights[1]); //create channel desc	
            <see cref="T:SharpDX.Direct3D10.SkinningChannel"/> channelDesc;	
            channelDesc.SrcOffset = 0;	
            channelDesc.DestOffset = 0;	
            channelDesc.IsNormal = <see cref="F:SharpDX.Result.False"/>; //do the skinning	
            pSkinInfo-&gt;DoSoftwareSkinning(0, numVertices, vertices, sizeof(MyVertex),  destVertices, sizeof(MyVertex),  boneMatrices, <c>null</c>,  &amp;channelDesc, 1);	
            </code></pre>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10SkinInfo::DoSoftwareSkinning']/*"/>	
            <msdn-id>bb173938</msdn-id>	
            <unmanaged>HRESULT ID3DX10SkinInfo::DoSoftwareSkinning([In] unsigned int StartVertex,[In] unsigned int VertexCount,[In] void* pSrcVertices,[In] unsigned int SrcStride,[In] void* pDestVertices,[In] unsigned int DestStride,[In] D3DXMATRIX* pBoneMatrices,[In, Optional] D3DXMATRIX* pInverseTransposeBoneMatrices,[In] D3DX10_SKINNING_CHANNEL* pChannelDescs,[In] unsigned int NumChannels)</unmanaged>	
            <unmanaged-short>ID3DX10SkinInfo::DoSoftwareSkinning</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.SkinInfo.GetBoneInfluences(System.Int32,System.Int32,System.Int32,System.Int32[]@,System.Single[]@)">
            <summary>	
            Get a list of vertices that a given bone influences and a list of the amount of influence that bone has on each vertex.	
            </summary>	
            <param name="boneIndex">An index that specifies an existing bone. Must be between 0 and the value returned by <see cref="M:SharpDX.Direct3D10.SkinInfo.GetNumBones" />. </param>
            <param name="offset">An offset from the top of the bone's list of influenced vertices. This must be between 0 and the value returned by <see cref="M:SharpDX.Direct3D10.SkinInfo.GetBoneInfluenceCount(System.Int32)" />. </param>
            <param name="count">The number of indices and weights to retrieve.  Must be between 0 and the value returned by ID3DX10SkinInfo::GetBoneInfluenceCount. </param>
            <param name="destIndicesRef">A list of indices into the vertex buffer, each one representing a vertex influenced by the bone. These values correspond to the values in pDestWeights, such that pDestIndices[i] corresponds to pDestWeights[i]. </param>
            <param name="destWeightsRef">A list of the amount of influence the bone has on each vertex. These values correspond to the values in pDestIndices, such that pDestWeights[i] corresponds to pDestIndices[i].f </param>
            <returns>If the method succeeds, the return value is S_OK. If the method fails, the return value can be: E_INVALIDARG or E_OUTOFMEMORY. </returns>
            <unmanaged>HRESULT ID3DX10SkinInfo::GetBoneInfluences([None] int BoneIndex,[None] int Offset,[None] int Count,[Out, Buffer] int* pDestIndices,[Out, Buffer] float* pDestWeights)</unmanaged>
        </member>
        <member name="P:SharpDX.Direct3D10.SkinInfo.NumVertices">
            <summary>	
            <p>Get the number of vertices in <see cref="T:SharpDX.Direct3D10.SkinInfo"/>.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10SkinInfo::GetNumVertices']/*"/>	
            <msdn-id>bb173945</msdn-id>	
            <unmanaged>GetNumVertices</unmanaged>	
            <unmanaged-short>GetNumVertices</unmanaged-short>	
            <unmanaged>unsigned int ID3DX10SkinInfo::GetNumVertices()</unmanaged>
        </member>
        <member name="P:SharpDX.Direct3D10.SkinInfo.NumBones">
            <summary>	
            <p>Get the number of bones in <see cref="T:SharpDX.Direct3D10.SkinInfo"/>.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10SkinInfo::GetNumBones']/*"/>	
            <msdn-id>bb173944</msdn-id>	
            <unmanaged>GetNumBones</unmanaged>	
            <unmanaged-short>GetNumBones</unmanaged-short>	
            <unmanaged>unsigned int ID3DX10SkinInfo::GetNumBones()</unmanaged>
        </member>
        <member name="P:SharpDX.Direct3D10.SkinInfo.MaxBoneInfluences">
            <summary>	
            <p>Get the number of vertices a bone can maximally influence.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10SkinInfo::GetMaxBoneInfluences']/*"/>	
            <msdn-id>bb173943</msdn-id>	
            <unmanaged>GetMaxBoneInfluences</unmanaged>	
            <unmanaged-short>GetMaxBoneInfluences</unmanaged-short>	
            <unmanaged>unsigned int ID3DX10SkinInfo::GetMaxBoneInfluences()</unmanaged>
        </member>
        <member name="T:SharpDX.Direct3D10.Sprite">
            <summary>	
            <p>The <see cref="T:SharpDX.Direct3D10.Sprite"/> interface provides a set of methods that simplify the process of drawing sprites using Microsoft Direct3D. This interface can operate on a set of many sprites.</p>	
            </summary>	
            <remarks>	
            <p>The <see cref="T:SharpDX.Direct3D10.Sprite"/> interface is obtained by calling the <strong><see cref="M:SharpDX.Direct3D10.D3DX10.CreateSprite(SharpDX.Direct3D10.Device,System.Int32,SharpDX.Direct3D10.Sprite)"/></strong> function.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10Sprite']/*"/>	
            <msdn-id>bb205601</msdn-id>	
            <unmanaged>ID3DX10Sprite</unmanaged>	
            <unmanaged-short>ID3DX10Sprite</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Sprite.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.Sprite"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D10.Sprite.op_Explicit(System.IntPtr)~SharpDX.Direct3D10.Sprite">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D10.Sprite"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D10.Sprite.Begin(SharpDX.Direct3D10.SpriteFlags)">
            <summary>	
            <p>Prepare a device for drawing sprites.</p>	
            </summary>	
            <param name="flags"><dd>  <p>Flags that control how the sprites will be drawn. See <strong><see cref="T:SharpDX.Direct3D10.SpriteFlags"/></strong>.</p> </dd></param>	
            <returns><p>If the method succeeds, the return value is <see cref="F:SharpDX.Result.Ok"/>. If the method fails, the return value can be one of the following: <see cref="!:SharpDX.Direct3D9.ResultCode.InvalidCall"/>, <see cref="!:SharpDX.Direct3D9.ResultCode.OutOfVideoMemory"/>, D3DXERR_INVALIDDATA, E_OUTOFMEMORY.</p></returns>	
            <remarks>	
            <p>Every call to Begin must be matched with a call to <strong><see cref="M:SharpDX.Direct3D10.Sprite.End"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10Sprite::Begin']/*"/>	
            <msdn-id>bb205602</msdn-id>	
            <unmanaged>HRESULT ID3DX10Sprite::Begin([In] D3DX10_SPRITE_FLAG flags)</unmanaged>	
            <unmanaged-short>ID3DX10Sprite::Begin</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Sprite.DrawSpritesBuffered(SharpDX.Direct3D10.SpriteInstance[],System.Int32)">
            <summary>	
            <p>Add an array of sprites to the batch of sprites to be rendered. This must be called in between calls to <strong><see cref="M:SharpDX.Direct3D10.Sprite.Begin(SharpDX.Direct3D10.SpriteFlags)"/></strong> and <strong><see cref="M:SharpDX.Direct3D10.Sprite.End"/></strong>, and <strong><see cref="M:SharpDX.Direct3D10.Sprite.Flush"/></strong> must be called before End to send all of the batched sprites to the device for rendering. This draw method is most useful when drawing a small number of sprites that you want buffered into a large batch, such as fonts.</p>	
            </summary>	
            <param name="spritesRef">No documentation.</param>	
            <param name="cSprites">No documentation.</param>	
            <returns><p>If the method succeeds, the return value is <see cref="F:SharpDX.Result.Ok"/>. If the method fails, the return value can be one of the following: <see cref="!:SharpDX.Direct3D9.ResultCode.InvalidCall"/>, D3DXERR_INVALIDDATA.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10Sprite::DrawSpritesBuffered']/*"/>	
            <msdn-id>bb205603</msdn-id>	
            <unmanaged>HRESULT ID3DX10Sprite::DrawSpritesBuffered([In, Buffer] D3DX10_SPRITE* pSprites,[In] unsigned int cSprites)</unmanaged>	
            <unmanaged-short>ID3DX10Sprite::DrawSpritesBuffered</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Sprite.Flush">
            <summary>	
            <p>Force all batched sprites to be submitted to the device. Device states remain as they were after the last call to <see cref="M:SharpDX.Direct3D10.Sprite.Begin(SharpDX.Direct3D10.SpriteFlags)"/>. The list of batched sprites is then cleared.</p>	
            </summary>	
            <returns><p>If the method succeeds, the return value is <see cref="F:SharpDX.Result.Ok"/>. If the method fails, the following value will be returned: <see cref="!:SharpDX.Direct3D9.ResultCode.InvalidCall"/>.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10Sprite::Flush']/*"/>	
            <msdn-id>bb205606</msdn-id>	
            <unmanaged>HRESULT ID3DX10Sprite::Flush()</unmanaged>	
            <unmanaged-short>ID3DX10Sprite::Flush</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Sprite.DrawSpritesImmediate(SharpDX.Direct3D10.SpriteInstance[],System.Int32,System.Int32,System.Int32)">
            <summary>	
            <p>Draw an array of sprites. This will immediately send the sprites to the device for rendering, which is different from <strong><see cref="M:SharpDX.Direct3D10.Sprite.DrawSpritesBuffered(SharpDX.Direct3D10.SpriteInstance[],System.Int32)"/></strong> which only adds an array of sprites to a batch of sprites to be rendered when <strong><see cref="M:SharpDX.Direct3D10.Sprite.Flush"/></strong> is called. This draw method is most useful when drawing a large number of sprites that have already been sorted on the CPU (or do not need to be sorted), such as in a particle system. This must be called in between calls to <strong><see cref="M:SharpDX.Direct3D10.Sprite.Begin(SharpDX.Direct3D10.SpriteFlags)"/></strong> and <strong><see cref="M:SharpDX.Direct3D10.Sprite.End"/></strong>.</p>	
            </summary>	
            <param name="spritesRef">No documentation.</param>	
            <param name="cSprites">No documentation.</param>	
            <param name="cbSprite">No documentation.</param>	
            <param name="flags">No documentation.</param>	
            <returns><p>If the method succeeds, the return value is <see cref="F:SharpDX.Result.Ok"/>. If the method fails, the return value can be one of the following: <see cref="!:SharpDX.Direct3D9.ResultCode.InvalidCall"/>, D3DXERR_INVALIDDATA.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10Sprite::DrawSpritesImmediate']/*"/>	
            <msdn-id>Bb205604</msdn-id>	
            <unmanaged>HRESULT ID3DX10Sprite::DrawSpritesImmediate([In, Buffer] D3DX10_SPRITE* pSprites,[In] unsigned int cSprites,[In] unsigned int cbSprite,[In] unsigned int flags)</unmanaged>	
            <unmanaged-short>ID3DX10Sprite::DrawSpritesImmediate</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Sprite.End">
            <summary>	
            <p>Call this after <see cref="M:SharpDX.Direct3D10.Sprite.Flush"/>. If  <see cref="F:SharpDX.Direct3D10.SpriteFlags.SaveState"/> was specified when <see cref="M:SharpDX.Direct3D10.Sprite.Begin(SharpDX.Direct3D10.SpriteFlags)"/> was called, this API will restore the device state to how it was before <see cref="M:SharpDX.Direct3D10.Sprite.Begin(SharpDX.Direct3D10.SpriteFlags)"/> was called.</p>	
            </summary>	
            <returns><p>If the method succeeds, the return value is <see cref="F:SharpDX.Result.Ok"/>. If the method fails, the following value will be returned: <see cref="!:SharpDX.Direct3D9.ResultCode.InvalidCall"/>.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10Sprite::End']/*"/>	
            <msdn-id>bb205605</msdn-id>	
            <unmanaged>HRESULT ID3DX10Sprite::End()</unmanaged>	
            <unmanaged-short>ID3DX10Sprite::End</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Sprite.GetViewTransform(SharpDX.Matrix@)">
            <summary>	
            <p>Get the view transform that applies to all sprites.</p>	
            </summary>	
            <param name="viewTransformRef"><dd>  <p>Pointer to a <strong>D3DX10MATRIX</strong> that will be set to the transform of the sprite from the original world space.</p> </dd></param>	
            <returns><p>If the method succeeds, the return value is <see cref="F:SharpDX.Result.Ok"/>. If the method fails, the following value will be returned: <see cref="!:SharpDX.Direct3D9.ResultCode.InvalidCall"/>.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10Sprite::GetViewTransform']/*"/>	
            <msdn-id>bb205609</msdn-id>	
            <unmanaged>HRESULT ID3DX10Sprite::GetViewTransform([Out] D3DXMATRIX* pViewTransform)</unmanaged>	
            <unmanaged-short>ID3DX10Sprite::GetViewTransform</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Sprite.SetViewTransform(SharpDX.Matrix@)">
            <summary>	
            <p>Set the view transform that applies to all sprites.</p>	
            </summary>	
            <param name="viewTransformRef"><dd>  <p>Pointer to a <see cref="T:SharpDX.Matrix"/> that contains a transform of the sprite from the original world space. Use this transform to scale, rotate, or transform the sprite.</p> </dd></param>	
            <returns><p>If the method succeeds, the return value is <see cref="F:SharpDX.Result.Ok"/>. If the method fails, the following value will be returned: <see cref="!:SharpDX.Direct3D9.ResultCode.InvalidCall"/>.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10Sprite::SetViewTransform']/*"/>	
            <msdn-id>bb205611</msdn-id>	
            <unmanaged>HRESULT ID3DX10Sprite::SetViewTransform([In] D3DXMATRIX* pViewTransform)</unmanaged>	
            <unmanaged-short>ID3DX10Sprite::SetViewTransform</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Sprite.GetProjectionTransform(SharpDX.Matrix@)">
            <summary>	
            <p>Get the sprite projection matrix that is applied to all sprites.</p>	
            </summary>	
            <param name="projectionTransformRef"><dd>  <p>Pointer to a <strong>D3DX10MATRIX</strong> that will be set to the sprite's projection matrix.</p> </dd></param>	
            <returns><p>The return value is one of the values listed in Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10Sprite::GetProjectionTransform']/*"/>	
            <msdn-id>bb205608</msdn-id>	
            <unmanaged>HRESULT ID3DX10Sprite::GetProjectionTransform([Out] D3DXMATRIX* pProjectionTransform)</unmanaged>	
            <unmanaged-short>ID3DX10Sprite::GetProjectionTransform</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Sprite.SetProjectionTransform(SharpDX.Matrix@)">
            <summary>	
            <p>Set the projection matrix for all sprites.</p>	
            </summary>	
            <param name="projectionTransformRef"><dd>  <p>The projection matrix to be used on all sprites.</p> </dd></param>	
            <returns><p>The return value is one of the values listed in Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10Sprite::SetProjectionTransform']/*"/>	
            <msdn-id>bb205610</msdn-id>	
            <unmanaged>HRESULT ID3DX10Sprite::SetProjectionTransform([In] D3DXMATRIX* pProjectionTransform)</unmanaged>	
            <unmanaged-short>ID3DX10Sprite::SetProjectionTransform</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Sprite.GetDevice(SharpDX.Direct3D10.Device@)">
            <summary>	
            <p>Retrieve the device associated with the sprite object.</p>	
            </summary>	
            <param name="deviceOut"><dd>  <p>Address of a reference to an <see cref="T:SharpDX.Direct3D10.Device"/> interface, representing the Direct3D device object associated with the sprite object.</p> </dd></param>	
            <returns><p>If the method succeeds, the return value is <see cref="F:SharpDX.Result.Ok"/>. If the method fails, the following value will be returned: <see cref="!:SharpDX.Direct3D9.ResultCode.InvalidCall"/>.</p></returns>	
            <remarks>	
            <p>Calling this method will increase the internal reference count on the <see cref="T:SharpDX.Direct3D10.Device"/> interface.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10Sprite::GetDevice']/*"/>	
            <msdn-id>bb205607</msdn-id>	
            <unmanaged>HRESULT ID3DX10Sprite::GetDevice([Out] ID3D10Device** ppDevice)</unmanaged>	
            <unmanaged-short>ID3DX10Sprite::GetDevice</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Sprite.#ctor(SharpDX.Direct3D10.Device,System.Int32)">
            <summary>	
            Create a sprite for drawing a 2D texture.	
            </summary>	
            <param name="device">A reference to the device (see <see cref="T:SharpDX.Direct3D10.Device"/>) that will draw the sprite. </param>
            <param name="bufferSize">The size of the vertex buffer, in number of sprites, that will be sent to the device when <see cref="M:SharpDX.Direct3D10.Sprite.Flush"/> or <see cref="M:SharpDX.Direct3D10.Sprite.DrawSpritesBuffered(SharpDX.Direct3D10.SpriteInstance[])"/> is called. This should be a small number if you know you will be rendering a small number of sprites at a time (to save memory) and a large number if you know you will be rendering a large number of sprites at a time. The maximum value is 4096. If 0 is specified, the vertex buffer size will automatically be set to 4096. </param>
            <unmanaged>HRESULT D3DX10CreateSprite([None] ID3D10Device* pDevice,[None] int cDeviceBufferSize,[None] LPD3DX10SPRITE* ppSprite)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.Sprite.DrawSpritesBuffered(SharpDX.Direct3D10.SpriteInstance[])">
            <summary>	
            Add an array of sprites to the batch of sprites to be rendered. This must be called in between calls to <see cref="M:SharpDX.Direct3D10.Sprite.Begin(SharpDX.Direct3D10.SpriteFlags)"/> and <see cref="M:SharpDX.Direct3D10.Sprite.End"/>, and <see cref="M:SharpDX.Direct3D10.Sprite.Flush"/> must be called before End to send all of the batched sprites to the device for rendering. This draw method is most useful when drawing a small number of sprites that you want buffered into a large batch, such as fonts.	
            </summary>	
            <param name="sprites">The array of sprites to draw. See <see cref="T:SharpDX.Direct3D10.SpriteInstance"/>. </param>
            <returns>If the method succeeds, the return value is S_OK. If the method fails, the return value can be one of the following: D3DERR_INVALIDCALL, D3DXERR_INVALIDDATA. </returns>
            <unmanaged>HRESULT ID3DX10Sprite::DrawSpritesBuffered([None] D3DX10_SPRITE* pSprites,[None] int cSprites)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.Sprite.DrawSpritesImmediate(SharpDX.Direct3D10.SpriteInstance[])">
            <summary>	
            Draw an array of sprites. This will immediately send the sprites to the device for rendering, which is different from <see cref="M:SharpDX.Direct3D10.Sprite.DrawSpritesBuffered(SharpDX.Direct3D10.SpriteInstance[])"/> which only adds an array of sprites to a batch of sprites to be rendered when <see cref="M:SharpDX.Direct3D10.Sprite.Flush"/> is called. This draw method is most useful when drawing a large number of sprites that have already been sorted on the CPU (or do not need to be sorted), such as in a particle system. This must be called in between calls to <see cref="M:SharpDX.Direct3D10.Sprite.Begin(SharpDX.Direct3D10.SpriteFlags)"/> and <see cref="M:SharpDX.Direct3D10.Sprite.End"/>.	
            </summary>	
            <param name="sprites">The array of sprites to draw. See <see cref="T:SharpDX.Direct3D10.SpriteInstance"/>. </param>
            <returns>If the method succeeds, the return value is S_OK. If the method fails, the return value can be one of the following: D3DERR_INVALIDCALL, D3DXERR_INVALIDDATA. </returns>
            <unmanaged>HRESULT ID3DX10Sprite::DrawSpritesImmediate([In, Buffer] D3DX10_SPRITE* pSprites,[None] int cSprites,[None] int cbSprite,[None] int flags)</unmanaged>
        </member>
        <member name="P:SharpDX.Direct3D10.Sprite.ViewTransform">
            <summary>	
            <p>Get or sets the view transform that applies to all sprites.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10Sprite::GetViewTransform']/*"/>	
            <msdn-id>bb205609</msdn-id>	
            <unmanaged>GetViewTransform / SetViewTransform</unmanaged>	
            <unmanaged-short>GetViewTransform</unmanaged-short>	
            <unmanaged>HRESULT ID3DX10Sprite::GetViewTransform([Out] D3DXMATRIX* pViewTransform)</unmanaged>
        </member>
        <member name="P:SharpDX.Direct3D10.Sprite.ProjectionTransform">
            <summary>	
            <p>Get or sets the sprite projection matrix that is applied to all sprites.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10Sprite::GetProjectionTransform']/*"/>	
            <msdn-id>bb205608</msdn-id>	
            <unmanaged>GetProjectionTransform / SetProjectionTransform</unmanaged>	
            <unmanaged-short>GetProjectionTransform</unmanaged-short>	
            <unmanaged>HRESULT ID3DX10Sprite::GetProjectionTransform([Out] D3DXMATRIX* pProjectionTransform)</unmanaged>
        </member>
        <member name="P:SharpDX.Direct3D10.Sprite.Device">
            <summary>	
            <p>Retrieve the device associated with the sprite object.</p>	
            </summary>	
            <remarks>	
            <p>Calling this method will increase the internal reference count on the <see cref="T:SharpDX.Direct3D10.Device"/> interface.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3DX10Sprite::GetDevice']/*"/>	
            <msdn-id>bb205607</msdn-id>	
            <unmanaged>GetDevice</unmanaged>	
            <unmanaged-short>GetDevice</unmanaged-short>	
            <unmanaged>HRESULT ID3DX10Sprite::GetDevice([Out] ID3D10Device** ppDevice)</unmanaged>
        </member>
        <member name="T:SharpDX.Direct3D10.StateBlock">
            <summary>	
            <p>A state-block interface encapsulates render states.</p>	
            </summary>	
            <remarks>	
            <p>To create a state-block interface, call <strong><see cref="M:SharpDX.Direct3D10.D3D10.CreateStateBlock(SharpDX.Direct3D10.Device,SharpDX.Direct3D10.StateBlockMask@,SharpDX.Direct3D10.StateBlock)"/></strong>.</p><p>This interface can be used to save and restore pipeline state. It can also be used to capture the current state.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10StateBlock']/*"/>	
            <msdn-id>bb173856</msdn-id>	
            <unmanaged>ID3D10StateBlock</unmanaged>	
            <unmanaged-short>ID3D10StateBlock</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.StateBlock.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.StateBlock"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D10.StateBlock.op_Explicit(System.IntPtr)~SharpDX.Direct3D10.StateBlock">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D10.StateBlock"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D10.StateBlock.Capture">
            <summary>	
            <p>Capture the current value of states that are included in a stateblock.</p>	
            </summary>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>Capture captures current values for states within an existing state block. It does not capture the entire state of the device. Creating an empty stateblock and calling Capture does nothing if no states have been set.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10StateBlock::Capture']/*"/>	
            <msdn-id>bb173858</msdn-id>	
            <unmanaged>HRESULT ID3D10StateBlock::Capture()</unmanaged>	
            <unmanaged-short>ID3D10StateBlock::Capture</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.StateBlock.Apply">
            <summary>	
            <p>Apply the state block to the current device state.</p>	
            </summary>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10StateBlock::Apply']/*"/>	
            <msdn-id>bb173857</msdn-id>	
            <unmanaged>HRESULT ID3D10StateBlock::Apply()</unmanaged>	
            <unmanaged-short>ID3D10StateBlock::Apply</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.StateBlock.ReleaseAllDeviceObjects">
            <summary>	
            <p>Release all references to device objects.</p>	
            </summary>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <remarks>	
            <p>Each time you return a reference to an interface (by calling <strong><see cref="M:SharpDX.Direct3D10.StateBlock.GetDevice(SharpDX.Direct3D10.Device@)"/></strong>), the internal reference count is incremented; when you are finished using a stateblock, call this method to release all references and avoid a memory leak.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10StateBlock::ReleaseAllDeviceObjects']/*"/>	
            <msdn-id>cc627127</msdn-id>	
            <unmanaged>HRESULT ID3D10StateBlock::ReleaseAllDeviceObjects()</unmanaged>	
            <unmanaged-short>ID3D10StateBlock::ReleaseAllDeviceObjects</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.StateBlock.GetDevice(SharpDX.Direct3D10.Device@)">
            <summary>	
            <p>Get the device.</p>	
            </summary>	
            <param name="deviceOut"><dd>  <p>Pointer to the <see cref="T:SharpDX.Direct3D10.Device"/> interface that is returned.</p> </dd></param>	
            <returns><p>Returns one of the following Direct3D 10 Return Codes.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10StateBlock::GetDevice']/*"/>	
            <msdn-id>bb173859</msdn-id>	
            <unmanaged>HRESULT ID3D10StateBlock::GetDevice([Out] ID3D10Device** ppDevice)</unmanaged>	
            <unmanaged-short>ID3D10StateBlock::GetDevice</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.StateBlock.#ctor(SharpDX.Direct3D10.Device,SharpDX.Direct3D10.StateBlockMask)">
            <summary>	
            Create a state block.	
            </summary>	
            <remarks>	
            A state block is a collection of device state, and is used for saving and restoring device state. Use a state-block mask to enable subsets of state for saving and restoring. The <see cref="T:SharpDX.Direct3D10.StateBlockMask"/> structure can be filled manually or by using any of the D3D10StateBlockMaskXXX APIs. A state block mask can also be obtained by calling <see cref="M:SharpDX.Direct3D10.EffectTechnique.ComputeStateBlockMask(SharpDX.Direct3D10.StateBlockMask@)"/> or <see cref="M:SharpDX.Direct3D10.EffectPass.ComputeStateBlockMask(SharpDX.Direct3D10.StateBlockMask@)"/>.   Differences between Direct3D 9 and Direct3D 10: In Direct3D 10, a state block object does not contain any valid information about the state of the device until <see cref="M:SharpDX.Direct3D10.StateBlock.Capture"/> is called. In Direct3D 9, state is saved in a state block object, when it is created.   ? 	
            </remarks>	
            <param name="device">The device for which the state block will be created. </param>
            <param name="mask">Indicates which parts of the device state will be captured when calling <see cref="M:SharpDX.Direct3D10.StateBlock.Capture"/> and reapplied when calling <see cref="M:SharpDX.Direct3D10.StateBlock.Apply"/>. See remarks. </param>
            <unmanaged>HRESULT D3D10CreateStateBlock([None] ID3D10Device* pDevice,[None] D3D10_STATE_BLOCK_MASK* pStateBlockMask,[None] ID3D10StateBlock** ppStateBlock)</unmanaged>
        </member>
        <member name="P:SharpDX.Direct3D10.StateBlock.Device">
            <summary>	
            <p>Get the device.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10StateBlock::GetDevice']/*"/>	
            <msdn-id>bb173859</msdn-id>	
            <unmanaged>GetDevice</unmanaged>	
            <unmanaged-short>GetDevice</unmanaged-short>	
            <unmanaged>HRESULT ID3D10StateBlock::GetDevice([Out] ID3D10Device** ppDevice)</unmanaged>
        </member>
        <member name="T:SharpDX.Direct3D10.SwitchToRef">
            <summary>	
            <p>Get a boolean value that indicates the type of device being used.</p>	
            </summary>	
            <remarks>	
            <p>A hardware device is commonly referred to as a HAL device, which stands for a hardware accelerated device. This means that the pipeline is rendering all of the pipeline commands in hardware, using the GPU. Operating the pipeline with a HAL device gives the best performance generally, but it can be more difficult to debug since resources exist on the GPU instead of the CPU.</p><p>A software device implements rendering in software using the CPU with no hardware acceleration. A software device is commonly referred to as a reference device or REF device. Because a REF device implements rendering on the CPU, it is generally slower, but is easier to debug since it allows access to resources.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10SwitchToRef']/*"/>	
            <msdn-id>bb173861</msdn-id>	
            <unmanaged>ID3D10SwitchToRef</unmanaged>	
            <unmanaged-short>ID3D10SwitchToRef</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.SwitchToRef.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.SwitchToRef"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D10.SwitchToRef.op_Explicit(System.IntPtr)~SharpDX.Direct3D10.SwitchToRef">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D10.SwitchToRef"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D10.SwitchToRef.SetUseRef(SharpDX.Bool)">
            <summary>	
            <p>Switch between a hardware and a software device.</p>	
            </summary>	
            <param name="useRef"><dd>  <p>A boolean value. Set this to <strong>TRUE</strong> to change to a software device, set this to <strong><see cref="F:SharpDX.Result.False"/></strong> to change to a hardware device.</p> </dd></param>	
            <returns><p>The previous value of <em>UseRef</em>.</p></returns>	
            <remarks>	
            <p>This API will fail if the device is not switchable; you must have created a device that is switchable by specifying the <see cref="F:SharpDX.Direct3D10.DeviceCreationFlags.SwitchToRef"/> flag during device creation (when calling <strong><see cref="M:SharpDX.Direct3D10.D3D10.CreateDevice(SharpDX.DXGI.Adapter,SharpDX.Direct3D10.DriverType,System.IntPtr,SharpDX.Direct3D10.DeviceCreationFlags,System.Int32,SharpDX.Direct3D10.Device)"/></strong>).</p><p>Switching from a software device to a hardware device clears all cached objects from system memory. Switching from a hardware device to a software device causes resources to be downloaded to system memory.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10SwitchToRef::SetUseRef']/*"/>	
            <msdn-id>bb173862</msdn-id>	
            <unmanaged>BOOL ID3D10SwitchToRef::SetUseRef([In] BOOL UseRef)</unmanaged>	
            <unmanaged-short>ID3D10SwitchToRef::SetUseRef</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.SwitchToRef.GetUseRef">
            <summary>	
            <p>Get a boolean value that indicates the type of device being used.</p>	
            </summary>	
            <returns><p><strong>TRUE</strong> if the device is a software device, <strong><see cref="F:SharpDX.Result.False"/></strong> if the device is a hardware device. See remarks.</p></returns>	
            <remarks>	
            <p>A hardware device is commonly referred to as a HAL device, which stands for a hardware accelerated device. This means that the pipeline is rendering all of the pipeline commands in hardware, using the GPU. Operating the pipeline with a HAL device gives the best performance generally, but it can be more difficult to debug since resources exist on the GPU instead of the CPU.</p><p>A software device implements rendering in software using the CPU with no hardware acceleration. A software device is commonly referred to as a reference device or REF device. Because a REF device implements rendering on the CPU, it is generally slower, but is easier to debug since it allows access to resources.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10SwitchToRef::GetUseRef']/*"/>	
            <msdn-id>bb173861</msdn-id>	
            <unmanaged>BOOL ID3D10SwitchToRef::GetUseRef()</unmanaged>	
            <unmanaged-short>ID3D10SwitchToRef::GetUseRef</unmanaged-short>	
        </member>
        <member name="P:SharpDX.Direct3D10.SwitchToRef.UseRef">
            <summary>	
            <p>Get a boolean value that indicates the type of device being used.</p>	
            </summary>	
            <remarks>	
            <p>A hardware device is commonly referred to as a HAL device, which stands for a hardware accelerated device. This means that the pipeline is rendering all of the pipeline commands in hardware, using the GPU. Operating the pipeline with a HAL device gives the best performance generally, but it can be more difficult to debug since resources exist on the GPU instead of the CPU.</p><p>A software device implements rendering in software using the CPU with no hardware acceleration. A software device is commonly referred to as a reference device or REF device. Because a REF device implements rendering on the CPU, it is generally slower, but is easier to debug since it allows access to resources.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10SwitchToRef::GetUseRef']/*"/>	
            <msdn-id>bb173861</msdn-id>	
            <unmanaged>GetUseRef</unmanaged>	
            <unmanaged-short>GetUseRef</unmanaged-short>	
            <unmanaged>BOOL ID3D10SwitchToRef::GetUseRef()</unmanaged>
        </member>
        <member name="T:SharpDX.Direct3D10.Texture1D">
            <summary>	
            <p>A 1D texture interface accesses texel data, which is structured memory.</p>	
            </summary>	
            <remarks>	
            <p>To create an empty 1D texture, call <strong><see cref="M:SharpDX.Direct3D10.Device.CreateTexture1D(SharpDX.Direct3D10.Texture1DDescription@,SharpDX.DataBox[],SharpDX.Direct3D10.Texture1D)"/></strong>. For more details on creating and loading textures, see Creating Texture Resources.</p><p>Textures cannot be bound directly to the pipeline; instead, a view must be created and bound. Using a view, texture data can be interpreted at run time within certain restrictions. To use the texture as a render target or depth-stencil resource, call <strong><see cref="M:SharpDX.Direct3D10.Device.CreateRenderTargetView(SharpDX.Direct3D10.Resource,System.Nullable{SharpDX.Direct3D10.RenderTargetViewDescription},SharpDX.Direct3D10.RenderTargetView)"/></strong>, and <strong><see cref="M:SharpDX.Direct3D10.Device.CreateDepthStencilView(SharpDX.Direct3D10.Resource,System.Nullable{SharpDX.Direct3D10.DepthStencilViewDescription},SharpDX.Direct3D10.DepthStencilView)"/></strong>, respectively. To use the texture as an input to a shader, create a  by calling <strong><see cref="M:SharpDX.Direct3D10.Device.CreateShaderResourceView(SharpDX.Direct3D10.Resource,System.Nullable{SharpDX.Direct3D10.ShaderResourceViewDescription},SharpDX.Direct3D10.ShaderResourceView)"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Texture1D']/*"/>	
            <msdn-id>bb173863</msdn-id>	
            <unmanaged>ID3D10Texture1D</unmanaged>	
            <unmanaged-short>ID3D10Texture1D</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Texture1D.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.Texture1D"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D10.Texture1D.op_Explicit(System.IntPtr)~SharpDX.Direct3D10.Texture1D">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D10.Texture1D"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D10.Texture1D.Map(System.Int32,SharpDX.Direct3D10.MapMode,SharpDX.Direct3D10.MapFlags,System.IntPtr@)">
            <summary>	
            <p>Get a reference to the data contained in a subresource, and deny the GPU access to that subresource.</p>	
            </summary>	
            <param name="subresource"><dd>  <p>Index number of the subresource. See <strong>D3D10CalcSubresource</strong> for more details.</p> </dd></param>	
            <param name="mapType"><dd>  <p>Specifies the CPU's read and write permissions for a resource. For possible values, see <strong><see cref="T:SharpDX.Direct3D10.MapMode"/></strong>.</p> </dd></param>	
            <param name="mapFlags"><dd>  <p> <strong>Flag</strong> that specifies what the CPU should do when the GPU is busy. This flag is optional.</p> </dd></param>	
            <param name="dataOut"><dd>  <p>Pointer to the texture resource data.</p> </dd></param>	
            <returns><p>If this function succeeds, it returns <see cref="F:SharpDX.Result.Ok"/>. For other restrictions, and a listing of error values that can be returned by any of the <strong>Map</strong> methods, see Remarks.</p></returns>	
            <remarks>	
            <p>Mapping a texture enables the CPU to directly access the underlying data in the subresource of a texture. For the method to succeed, the texture being mapped must be created with the appropriate flags (see <strong><see cref="T:SharpDX.Direct3D10.CpuAccessFlags"/></strong>), and its specified usage (see <strong><see cref="T:SharpDX.Direct3D10.ResourceUsage"/></strong>) must be either <see cref="F:SharpDX.Direct3D10.ResourceUsage.Dynamic"/> or <see cref="F:SharpDX.Direct3D10.ResourceUsage.Staging"/>.</p><p>Common failures of <strong>Map</strong> methods are indicated by the following return values:</p><p></p><table> <tr><th>Item</th><th>Description</th></tr> <tr><td> <p><see cref="F:SharpDX.DXGI.ResultCode.WasStillDrawing"/></p> </td><td> <p>If <em>MapFlags</em> specifies <see cref="F:SharpDX.Direct3D10.MapFlags.DoNotWait"/> and the GPU is not yet finished with the resource, <strong>Map</strong> returns <see cref="F:SharpDX.DXGI.ResultCode.WasStillDrawing"/>.</p> </td></tr> <tr><td> <p><see cref="F:SharpDX.DXGI.ResultCode.DeviceRemoved"/></p> </td><td> <p><strong>Map</strong> returns <see cref="F:SharpDX.DXGI.ResultCode.DeviceRemoved"/> if <em>MapType</em> allows any CPU read access and the video card has been removed.</p> </td></tr> </table><p>?</p><p>For more information about the preceding return values, see DXGI_ERROR.</p><p><strong>Map</strong> has the following restrictions:</p><ul> <li>A single subresource cannot be mapped multiple times; in other words, do not call <strong>Map</strong> on a subresource that is already mapped.</li> <li>Any subresource that is bound to the pipeline must be unmapped before any render operation (that is, before <strong><see cref="M:SharpDX.Direct3D10.Device.Draw(System.Int32,System.Int32)"/></strong>) can be executed.</li> </ul><p>Applications must cast the void pData reference to the appropriate type to meaningfully access the underlying subresource data. For example, the following code demonstrates how to read each texel of a 1D subresource. It is assumed that the texture was created using <strong><see cref="F:SharpDX.DXGI.Format.R32G32B32A32_Float"/></strong> and that pData is the reference to the texture resource data output from a successful call to this method.</p><pre><code> FLOAT* pTexels = (FLOAT*)pData;	
            for( UINT col = 0; col &lt; width; col++ )	
            { pTexels[col*4 + 0]; // Alpha pTexels[col*4 + 1]; // Blue pTexels[col*4 + 2]; // Green pTexels[col*4 + 3]; // Red	
            }	
            </code></pre><table> <tr><td> <p>Differences between Direct3D 9 and Direct3D 10:</p> <p><strong>Map</strong> in Direct3D 10 is analogous to resource Lock in Direct3D 9.</p> </td></tr> </table><p>?</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Texture1D::Map']/*"/>	
            <msdn-id>bb173865</msdn-id>	
            <unmanaged>HRESULT ID3D10Texture1D::Map([In] unsigned int Subresource,[In] D3D10_MAP MapType,[In] D3D10_MAP_FLAG MapFlags,[Out] void** ppData)</unmanaged>	
            <unmanaged-short>ID3D10Texture1D::Map</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Texture1D.Unmap(System.Int32)">
            <summary>	
            <p>Invalidate the reference to a resource that was retrieved by <strong><see cref="M:SharpDX.Direct3D10.Texture1D.Map(System.Int32,SharpDX.Direct3D10.MapMode,SharpDX.Direct3D10.MapFlags,System.IntPtr@)"/></strong>, and re-enable the GPU's access to that resource.</p>	
            </summary>	
            <param name="subresource">No documentation.</param>	
            <remarks>	
            <p>A subresource must be mapped before Unmap is called.</p><table> <tr><td> <p>Differences between Direct3D 9 and Direct3D 10:</p> <p>Unmap in Direct3D 10 is analogous to resource Unlock in Direct3D 9.</p> </td></tr> </table><p>?</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Texture1D::Unmap']/*"/>	
            <msdn-id>bb173866</msdn-id>	
            <unmanaged>void ID3D10Texture1D::Unmap([In] unsigned int Subresource)</unmanaged>	
            <unmanaged-short>ID3D10Texture1D::Unmap</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Texture1D.GetDescription(SharpDX.Direct3D10.Texture1DDescription@)">
            <summary>	
            <p>Get the properties of the texture resource.</p>	
            </summary>	
            <param name="descRef"><dd>  <p>Pointer to a resource description (see <strong><see cref="T:SharpDX.Direct3D10.Texture1DDescription"/></strong>).</p> </dd></param>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Texture1D::GetDesc']/*"/>	
            <msdn-id>bb173864</msdn-id>	
            <unmanaged>void ID3D10Texture1D::GetDesc([Out] D3D10_TEXTURE1D_DESC* pDesc)</unmanaged>	
            <unmanaged-short>ID3D10Texture1D::GetDesc</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Texture1D.#ctor(SharpDX.Direct3D10.Device,SharpDX.Direct3D10.Texture1DDescription)">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D10.Texture1D" /> class.
            </summary>
            <param name = "device">The device with which to associate the texture.</param>
            <param name = "description">The description of the texture.</param>
        </member>
        <member name="M:SharpDX.Direct3D10.Texture1D.#ctor(SharpDX.Direct3D10.Device,SharpDX.Direct3D10.Texture1DDescription,SharpDX.DataStream)">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D10.Texture1D" /> class.
            </summary>
            <param name = "device">The device with which to associate the texture.</param>
            <param name = "description">The description of the texture.</param>
            <param name = "data">The initial texture data.</param>
        </member>
        <member name="M:SharpDX.Direct3D10.Texture1D.#ctor(SharpDX.Direct3D10.Device,SharpDX.Direct3D10.Texture1DDescription,SharpDX.DataStream[])">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D10.Texture1D" /> class.
            </summary>
            <param name = "device">The device with which to associate the texture.</param>
            <param name = "description">The description of the texture.</param>
            <param name = "data">An array of initial texture data for each subresource.</param>
        </member>
        <member name="M:SharpDX.Direct3D10.Texture1D.Map(System.Int32,SharpDX.Direct3D10.MapMode,SharpDX.Direct3D10.MapFlags)">
            <summary>
            Maps the texture, providing CPU access to its contents.
            </summary>
            <param name="mipSlice">The mip slice to map.</param>
            <param name="mode">The IO operations to enable on the CPU.</param>
            <param name="flags">Flags indicating how the CPU should respond when the GPU is busy.</param>
            <returns>A data stream containing the mapped data. This data stream is invalidated
            when the buffer is unmapped.</returns>
        </member>
        <member name="P:SharpDX.Direct3D10.Texture1D.Description">
            <summary>	
            <p>Get the properties of the texture resource.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Texture1D::GetDesc']/*"/>	
            <msdn-id>bb173864</msdn-id>	
            <unmanaged>GetDesc</unmanaged>	
            <unmanaged-short>GetDesc</unmanaged-short>	
            <unmanaged>void ID3D10Texture1D::GetDesc([Out] D3D10_TEXTURE1D_DESC* pDesc)</unmanaged>
        </member>
        <member name="T:SharpDX.Direct3D10.Texture2D">
            <summary>	
            <p>A 2D texture interface manages texel data, which is structured memory.</p>	
            </summary>	
            <remarks>	
            <p>To create an empty Texture2D resource, call <strong><see cref="M:SharpDX.Direct3D10.Device.CreateTexture2D(SharpDX.Direct3D10.Texture2DDescription@,SharpDX.DataBox[],SharpDX.Direct3D10.Texture2D)"/></strong>. For more details on creating and loading textures, see Creating Texture Resources.</p><p>Textures cannot be bound directly to the pipeline; instead, a view must be created and bound. Using a view, texture data can be interpreted at run time within certain restrictions. To use the texture as a render target or depth-stencil resource, call <strong><see cref="M:SharpDX.Direct3D10.Device.CreateRenderTargetView(SharpDX.Direct3D10.Resource,System.Nullable{SharpDX.Direct3D10.RenderTargetViewDescription},SharpDX.Direct3D10.RenderTargetView)"/></strong>, and <strong><see cref="M:SharpDX.Direct3D10.Device.CreateDepthStencilView(SharpDX.Direct3D10.Resource,System.Nullable{SharpDX.Direct3D10.DepthStencilViewDescription},SharpDX.Direct3D10.DepthStencilView)"/></strong>, respectively. To use the texture as an input to a shader, create a  by calling <strong><see cref="M:SharpDX.Direct3D10.Device.CreateShaderResourceView(SharpDX.Direct3D10.Resource,System.Nullable{SharpDX.Direct3D10.ShaderResourceViewDescription},SharpDX.Direct3D10.ShaderResourceView)"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Texture2D']/*"/>	
            <msdn-id>bb173867</msdn-id>	
            <unmanaged>ID3D10Texture2D</unmanaged>	
            <unmanaged-short>ID3D10Texture2D</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Texture2D.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.Texture2D"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D10.Texture2D.op_Explicit(System.IntPtr)~SharpDX.Direct3D10.Texture2D">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D10.Texture2D"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D10.Texture2D.Map(System.Int32,SharpDX.Direct3D10.MapMode,SharpDX.Direct3D10.MapFlags,SharpDX.DataRectangle@)">
            <summary>	
            <p>Get a reference to the data contained in a subresource, and deny GPU access to that subresource.</p>	
            </summary>	
            <param name="subresource"><dd>  <p>Index number of the subresource. See <strong>D3D10CalcSubresource</strong> for more details.</p> </dd></param>	
            <param name="mapType"><dd>  <p>Integer that specifies the CPU's read and write permissions for a resource. For possible values, see <strong><see cref="T:SharpDX.Direct3D10.MapMode"/></strong>.</p> </dd></param>	
            <param name="mapFlags"><dd>  <p> <strong>Flag</strong> that specifies what the CPU should do when the GPU is busy. This flag is optional.</p> </dd></param>	
            <param name="mappedTex2DRef"><dd>  <p>Pointer to a structure (<strong><see cref="T:SharpDX.DataRectangle"/></strong>) that is filled in by the function and contains a reference to the resource data.</p> </dd></param>	
            <returns><p>If this function succeeds, it returns <see cref="F:SharpDX.Result.Ok"/>.</p><p>All of the Map methods have identical return values and operating restrictions. These are listed in the remarks section of <strong><see cref="M:SharpDX.Direct3D10.Texture1D.Map(System.Int32,SharpDX.Direct3D10.MapMode,SharpDX.Direct3D10.MapFlags,System.IntPtr@)"/></strong>.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Texture2D::Map']/*"/>	
            <msdn-id>bb173869</msdn-id>	
            <unmanaged>HRESULT ID3D10Texture2D::Map([In] unsigned int Subresource,[In] D3D10_MAP MapType,[In] D3D10_MAP_FLAG MapFlags,[Out] D3D10_MAPPED_TEXTURE2D* pMappedTex2D)</unmanaged>	
            <unmanaged-short>ID3D10Texture2D::Map</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Texture2D.Unmap(System.Int32)">
            <summary>	
            <p>Invalidate the reference to the resource that was retrieved by <strong><see cref="M:SharpDX.Direct3D10.Texture2D.Map(System.Int32,SharpDX.Direct3D10.MapMode,SharpDX.Direct3D10.MapFlags,SharpDX.DataRectangle@)"/></strong>, and re-enable GPU access to the resource.</p>	
            </summary>	
            <param name="subresource">No documentation.</param>	
            <remarks>	
            <p>A subresource must be mapped before Unmap is called.</p><table> <tr><td> <p>Differences between Direct3D 9 and Direct3D 10:</p> <p>Unmap in Direct3D 10 is analogous to resource <strong>Unlock</strong> in Direct3D 9.</p> </td></tr> </table><p>?</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Texture2D::Unmap']/*"/>	
            <msdn-id>bb173870</msdn-id>	
            <unmanaged>void ID3D10Texture2D::Unmap([In] unsigned int Subresource)</unmanaged>	
            <unmanaged-short>ID3D10Texture2D::Unmap</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Texture2D.GetDescription(SharpDX.Direct3D10.Texture2DDescription@)">
            <summary>	
            <p>Get the properties of the texture resource.</p>	
            </summary>	
            <param name="descRef"><dd>  <p>Pointer to a resource description (see <strong><see cref="T:SharpDX.Direct3D10.Texture2DDescription"/></strong>).</p> </dd></param>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Texture2D::GetDesc']/*"/>	
            <msdn-id>bb173868</msdn-id>	
            <unmanaged>void ID3D10Texture2D::GetDesc([Out] D3D10_TEXTURE2D_DESC* pDesc)</unmanaged>	
            <unmanaged-short>ID3D10Texture2D::GetDesc</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Texture2D.#ctor(SharpDX.Direct3D10.Device,SharpDX.Direct3D10.Texture2DDescription)">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D10.Texture2D" /> class.
            </summary>
            <param name = "device">The device with which to associate the texture.</param>
            <param name = "description">The description of the texture.</param>
        </member>
        <member name="M:SharpDX.Direct3D10.Texture2D.#ctor(SharpDX.Direct3D10.Device,SharpDX.Direct3D10.Texture2DDescription,SharpDX.DataRectangle)">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D10.Texture2D" /> class.
            </summary>
            <param name = "device">The device with which to associate the texture.</param>
            <param name = "description">The description of the texture.</param>
            <param name = "data">The initial texture data.</param>
        </member>
        <member name="M:SharpDX.Direct3D10.Texture2D.#ctor(SharpDX.Direct3D10.Device,SharpDX.Direct3D10.Texture2DDescription,SharpDX.DataRectangle[])">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D10.Texture2D" /> class.
            </summary>
            <param name = "device">The device with which to associate the texture.</param>
            <param name = "description">The description of the texture.</param>
            <param name = "data">An array of initial texture data for each subresource.</param>
        </member>
        <member name="M:SharpDX.Direct3D10.Texture2D.ComputeNormalMap(SharpDX.Direct3D10.Texture2D,SharpDX.Direct3D10.Texture2D,SharpDX.Direct3D10.NormalMapFlags,SharpDX.Direct3D10.Channel,System.Single)">
            <summary>
              Converts a height map into a normal map. The (x,y,z) components of each normal are mapped to the (r,g,b) channels of the output texture.
            </summary>
            <param name = "source">The source height map texture.</param>
            <param name = "destination">The destination texture.</param>
            <param name = "flags">One or more flags that control generation of normal maps.</param>
            <param name = "channel">One or more flag specifying the source of height information.</param>
            <param name = "amplitude">Constant value multiplier that increases (or decreases) the values in the normal map. Higher values usually make bumps more visible, lower values usually make bumps less visible.</param>
            <returns>A <see cref = "T:SharpDX.Result" /> object describing the result of the operation.</returns>
        </member>
        <member name="M:SharpDX.Direct3D10.Texture2D.Map(System.Int32,SharpDX.Direct3D10.MapMode,SharpDX.Direct3D10.MapFlags)">
            <summary>
            Maps the texture, providing CPU access to its contents.
            </summary>
            <param name="mipSlice">The mip slice to map.</param>
            <param name="mode">The IO operations to enable on the CPU.</param>
            <param name="flags">Flags indicating how the CPU should respond when the GPU is busy.</param>
            <returns>A data rectangle containing the mapped data. This data stream is invalidated when the buffer is unmapped.</returns>
        </member>
        <member name="M:SharpDX.Direct3D10.Texture2D.Map(System.Int32,SharpDX.Direct3D10.MapMode,SharpDX.Direct3D10.MapFlags,SharpDX.DataStream@)">
            <summary>
            Maps the texture, providing CPU access to its contents.
            </summary>
            <param name="mipSlice">The mip slice to map.</param>
            <param name="mode">The IO operations to enable on the CPU.</param>
            <param name="flags">Flags indicating how the CPU should respond when the GPU is busy.</param>
            <param name="dataStream">The data stream.</param>
            <returns>
            A data rectangle containing the mapped data. This data stream is invalidated when the buffer is unmapped.
            </returns>
        </member>
        <member name="P:SharpDX.Direct3D10.Texture2D.Description">
            <summary>	
            <p>Get the properties of the texture resource.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Texture2D::GetDesc']/*"/>	
            <msdn-id>bb173868</msdn-id>	
            <unmanaged>GetDesc</unmanaged>	
            <unmanaged-short>GetDesc</unmanaged-short>	
            <unmanaged>void ID3D10Texture2D::GetDesc([Out] D3D10_TEXTURE2D_DESC* pDesc)</unmanaged>
        </member>
        <member name="T:SharpDX.Direct3D10.Texture3D">
            <summary>	
            <p>A 3D texture interface accesses texel data, which is structured memory.</p>	
            </summary>	
            <remarks>	
            <p>To create an empty Texture3D resource, call <strong><see cref="M:SharpDX.Direct3D10.Device.CreateTexture3D(SharpDX.Direct3D10.Texture3DDescription@,SharpDX.DataBox[],SharpDX.Direct3D10.Texture3D)"/></strong>. For more details on creating and loading textures, see Creating Texture Resources.</p><p>Textures cannot be bound directly to the pipeline; instead, a view must be created and bound. Using a view, texture data can be interpreted at run time within certain restrictions. To use the texture as a render target or depth-stencil resource, call <strong><see cref="M:SharpDX.Direct3D10.Device.CreateRenderTargetView(SharpDX.Direct3D10.Resource,System.Nullable{SharpDX.Direct3D10.RenderTargetViewDescription},SharpDX.Direct3D10.RenderTargetView)"/></strong>, and <strong><see cref="M:SharpDX.Direct3D10.Device.CreateDepthStencilView(SharpDX.Direct3D10.Resource,System.Nullable{SharpDX.Direct3D10.DepthStencilViewDescription},SharpDX.Direct3D10.DepthStencilView)"/></strong>, respectively. To use the texture as an input to a shader, create a  by calling <strong><see cref="M:SharpDX.Direct3D10.Device.CreateShaderResourceView(SharpDX.Direct3D10.Resource,System.Nullable{SharpDX.Direct3D10.ShaderResourceViewDescription},SharpDX.Direct3D10.ShaderResourceView)"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Texture3D']/*"/>	
            <msdn-id>Bb173871</msdn-id>	
            <unmanaged>ID3D10Texture3D</unmanaged>	
            <unmanaged-short>ID3D10Texture3D</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Texture3D.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.Texture3D"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D10.Texture3D.op_Explicit(System.IntPtr)~SharpDX.Direct3D10.Texture3D">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D10.Texture3D"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D10.Texture3D.Map(System.Int32,SharpDX.Direct3D10.MapMode,SharpDX.Direct3D10.MapFlags,SharpDX.DataBox@)">
            <summary>	
            <p>Get a reference to the data contained in a subresource, and deny GPU access to that subresource.</p>	
            </summary>	
            <param name="subresource"><dd>  <p>Index number of the subresource. See <strong>D3D10CalcSubresource</strong>for more details.</p> </dd></param>	
            <param name="mapType"><dd>  <p>Specifies the CPU's read and write permissions for a resource. For possible values, see <strong><see cref="T:SharpDX.Direct3D10.MapMode"/></strong>.</p> </dd></param>	
            <param name="mapFlags"><dd>  <p> <strong>Flag</strong> that specifies what the CPU should do when the GPU is busy. This flag is optional.</p> </dd></param>	
            <param name="mappedTex3DRef"><dd>  <p>Pointer to a structure (<strong><see cref="T:SharpDX.DataBox"/></strong>) that is filled in by the function and contains a reference to the resource data.</p> </dd></param>	
            <returns><p>If this function succeeds, it returns <see cref="F:SharpDX.Result.Ok"/>. All of the Map methods have identical return values and operating restrictions. These are listed in the remarks section of <strong><see cref="M:SharpDX.Direct3D10.Texture1D.Map(System.Int32,SharpDX.Direct3D10.MapMode,SharpDX.Direct3D10.MapFlags,System.IntPtr@)"/></strong>.</p></returns>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Texture3D::Map']/*"/>	
            <msdn-id>bb173873</msdn-id>	
            <unmanaged>HRESULT ID3D10Texture3D::Map([In] unsigned int Subresource,[In] D3D10_MAP MapType,[In] D3D10_MAP_FLAG MapFlags,[Out] D3D10_MAPPED_TEXTURE3D* pMappedTex3D)</unmanaged>	
            <unmanaged-short>ID3D10Texture3D::Map</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Texture3D.Unmap(System.Int32)">
            <summary>	
            <p>Invalidate the reference to the resource retrieved by <strong><see cref="M:SharpDX.Direct3D10.Texture3D.Map(System.Int32,SharpDX.Direct3D10.MapMode,SharpDX.Direct3D10.MapFlags,SharpDX.DataBox@)"/></strong>, and re-enable the GPU's access to the resource.</p>	
            </summary>	
            <param name="subresource">No documentation.</param>	
            <remarks>	
            <p>A subresource must be mapped before Unmap is called.</p><table> <tr><td> <p>Differences between Direct3D 9 and Direct3D 10:</p> <p>Unmap() in Direct3D 10 is analogous to resource Unlock() in Direct3D 9.</p> </td></tr> </table><p>?</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Texture3D::Unmap']/*"/>	
            <msdn-id>bb173874</msdn-id>	
            <unmanaged>void ID3D10Texture3D::Unmap([In] unsigned int Subresource)</unmanaged>	
            <unmanaged-short>ID3D10Texture3D::Unmap</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Texture3D.GetDescription(SharpDX.Direct3D10.Texture3DDescription@)">
            <summary>	
            <p>Get the properties of the texture resource.</p>	
            </summary>	
            <param name="descRef"><dd>  <p>Pointer to a resource description (see <strong><see cref="T:SharpDX.Direct3D10.Texture3DDescription"/></strong>).</p> </dd></param>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Texture3D::GetDesc']/*"/>	
            <msdn-id>Bb173872</msdn-id>	
            <unmanaged>void ID3D10Texture3D::GetDesc([Out] D3D10_TEXTURE3D_DESC* pDesc)</unmanaged>	
            <unmanaged-short>ID3D10Texture3D::GetDesc</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Texture3D.#ctor(SharpDX.Direct3D10.Device,SharpDX.Direct3D10.Texture3DDescription)">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D10.Texture3D" /> class.
            </summary>
            <param name = "device">The device with which to associate the texture.</param>
            <param name = "description">The description of the texture.</param>
        </member>
        <member name="M:SharpDX.Direct3D10.Texture3D.#ctor(SharpDX.Direct3D10.Device,SharpDX.Direct3D10.Texture3DDescription,SharpDX.DataBox)">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D10.Texture3D" /> class.
            </summary>
            <param name = "device">The device with which to associate the texture.</param>
            <param name = "description">The description of the texture.</param>
            <param name = "data">The initial texture data.</param>
        </member>
        <member name="M:SharpDX.Direct3D10.Texture3D.#ctor(SharpDX.Direct3D10.Device,SharpDX.Direct3D10.Texture3DDescription,SharpDX.DataBox[])">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D10.Texture3D" /> class.
            </summary>
            <param name = "device">The device with which to associate the texture.</param>
            <param name = "description">The description of the texture.</param>
            <param name = "data">An array of initial texture data for each subresource.</param>
        </member>
        <member name="M:SharpDX.Direct3D10.Texture3D.Map(System.Int32,SharpDX.Direct3D10.MapMode,SharpDX.Direct3D10.MapFlags)">
            <summary>
            Maps the texture, providing CPU access to its contents.
            </summary>
            <param name="mipSlice">The mip slice to map.</param>
            <param name="mode">The IO operations to enable on the CPU.</param>
            <param name="flags">Flags indicating how the CPU should respond when the GPU is busy.</param>
            <returns>
            A databox containing the mapped data. This data stream is invalidated when the buffer is unmapped.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D10.Texture3D.Map(System.Int32,SharpDX.Direct3D10.MapMode,SharpDX.Direct3D10.MapFlags,SharpDX.DataStream@)">
            <summary>
            Maps the texture, providing CPU access to its contents.
            </summary>
            <param name="mipSlice">The mip slice to map.</param>
            <param name="mode">The IO operations to enable on the CPU.</param>
            <param name="flags">Flags indicating how the CPU should respond when the GPU is busy.</param>
            <param name="dataStream">The data stream.</param>
            <returns>
            A databox containing the mapped data. This data stream is invalidated when the buffer is unmapped.
            </returns>
        </member>
        <member name="P:SharpDX.Direct3D10.Texture3D.Description">
            <summary>	
            <p>Get the properties of the texture resource.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Texture3D::GetDesc']/*"/>	
            <msdn-id>Bb173872</msdn-id>	
            <unmanaged>GetDesc</unmanaged>	
            <unmanaged-short>GetDesc</unmanaged-short>	
            <unmanaged>void ID3D10Texture3D::GetDesc([Out] D3D10_TEXTURE3D_DESC* pDesc)</unmanaged>
        </member>
        <member name="T:SharpDX.Direct3D10.VertexShader">
            <summary>	
            <p>A vertex-shader interface manages an executable program (a vertex shader) that controls the vertex-shader stage.</p>	
            </summary>	
            <remarks>	
            <p>The vertex-shader interface has no methods; use HLSL to implement your shader functionality. All shaders in Direct3D 10 are implemented from a common set of features referred to as the common shader core.</p><p>To create a vertex shader interface, call <strong><see cref="M:SharpDX.Direct3D10.Device.CreateVertexShader(System.IntPtr,SharpDX.PointerSize,SharpDX.Direct3D10.VertexShader)"/></strong>. Before using a vertex shader you must bind it to the device by calling <strong><see cref="M:SharpDX.Direct3D10.VertexShaderStage.Set(SharpDX.Direct3D10.VertexShader)"/></strong>.</p><p>This interface is defined in D3D10.h.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10VertexShader']/*"/>	
            <msdn-id>bb173875</msdn-id>	
            <unmanaged>ID3D10VertexShader</unmanaged>	
            <unmanaged-short>ID3D10VertexShader</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.VertexShader.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.VertexShader"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D10.VertexShader.op_Explicit(System.IntPtr)~SharpDX.Direct3D10.VertexShader">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D10.VertexShader"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D10.VertexShader.#ctor(SharpDX.Direct3D10.Device,System.Byte[])">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D10.VertexShader" /> class.
            </summary>
            <param name = "device">The device used to create the shader.</param>
            <param name = "shaderBytecode">The compiled shader bytecode.</param>
        </member>
        <member name="T:SharpDX.Direct3D10.VertexShaderStage">
            <summary>	
            <p>The device interface represents a virtual adapter for Direct3D 10.0; it is used to perform rendering and create Direct3D resources.</p>	
            </summary>	
            <remarks>	
            <p>A device is created using <strong><see cref="M:SharpDX.Direct3D10.D3D10.CreateDevice(SharpDX.DXGI.Adapter,SharpDX.Direct3D10.DriverType,System.IntPtr,SharpDX.Direct3D10.DeviceCreationFlags,System.Int32,SharpDX.Direct3D10.Device)"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device']/*"/>	
            <msdn-id>bb173528</msdn-id>	
            <unmanaged>ID3D10Device</unmanaged>	
            <unmanaged-short>ID3D10Device</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.VertexShaderStage.#ctor(System.IntPtr)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.VertexShaderStage"/> class.
            </summary>
            <param name="nativePtr">The native pointer.</param>	
        </member>
        <member name="M:SharpDX.Direct3D10.VertexShaderStage.op_Explicit(System.IntPtr)~SharpDX.Direct3D10.VertexShaderStage">
            <summary>
            Performs an explicit conversion from <see cref="T:System.IntPtr"/> to <see cref="T:SharpDX.Direct3D10.VertexShaderStage"/>. (This method is a shortcut to <see cref="P:SharpDX.CppObject.NativePointer"/>) 
            </summary>
            <param name="nativePointer">The native pointer.</param>
            <returns>
            The result of the conversion.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D10.VertexShaderStage.SetConstantBuffers(System.Int32,System.Int32,SharpDX.Direct3D10.Buffer[])">
            <summary>	
            <p>Set the constant buffers used by the vertex shader pipeline stage.</p>	
            </summary>	
            <param name="startSlot">No documentation.</param>	
            <param name="numBuffers">No documentation.</param>	
            <param name="constantBuffersOut">No documentation.</param>	
            <remarks>	
            <p>The method will not hold a reference to the interfaces passed in. For that reason, applications should be careful not to release an interface currently in use by the device.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::VSSetConstantBuffers']/*"/>	
            <msdn-id>bb173626</msdn-id>	
            <unmanaged>void ID3D10Device::VSSetConstantBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer] const ID3D10Buffer** ppConstantBuffers)</unmanaged>	
            <unmanaged-short>ID3D10Device::VSSetConstantBuffers</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.VertexShaderStage.SetConstantBuffers(System.Int32,System.Int32,SharpDX.ComArray{SharpDX.Direct3D10.Buffer})">
            <summary>	
            <p>Set the constant buffers used by the vertex shader pipeline stage.</p>	
            </summary>	
            <param name="startSlot">No documentation.</param>	
            <param name="numBuffers">No documentation.</param>	
            <param name="constantBuffersOut">No documentation.</param>	
            <remarks>	
            <p>The method will not hold a reference to the interfaces passed in. For that reason, applications should be careful not to release an interface currently in use by the device.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::VSSetConstantBuffers']/*"/>	
            <msdn-id>bb173626</msdn-id>	
            <unmanaged>void ID3D10Device::VSSetConstantBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[In, Buffer] const ID3D10Buffer** ppConstantBuffers)</unmanaged>	
            <unmanaged-short>ID3D10Device::VSSetConstantBuffers</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.VertexShaderStage.Set(SharpDX.Direct3D10.VertexShader)">
            <summary>	
            <p>Set a vertex shader to the device.</p>	
            </summary>	
            <param name="vertexShaderRef"><dd>  <p>Pointer to a vertex shader (see <strong><see cref="T:SharpDX.Direct3D10.VertexShader"/></strong>). Passing in <strong><c>null</c></strong> disables the shader for this pipeline stage.</p> </dd></param>	
            <remarks>	
            <p>The method will not hold a reference to the interfaces passed in. For that reason, applications should be careful not to release an interface currently in use by the device.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::VSSetShader']/*"/>	
            <msdn-id>bb173628</msdn-id>	
            <unmanaged>void ID3D10Device::VSSetShader([In, Optional] ID3D10VertexShader* pVertexShader)</unmanaged>	
            <unmanaged-short>ID3D10Device::VSSetShader</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.VertexShaderStage.SetShaderResources(System.Int32,System.Int32,SharpDX.Direct3D10.ShaderResourceView[])">
            <summary>	
            <p>Bind an array of shader resources to the vertex shader stage.</p>	
            </summary>	
            <param name="startSlot">No documentation.</param>	
            <param name="numViews">No documentation.</param>	
            <param name="shaderResourceViewsOut">No documentation.</param>	
            <remarks>	
            <p>If you bind a subresource as an input and an output, this API will fill the destination shader resource slot with <strong><c>null</c></strong>. The debug layer (when active) will alert you if this is true.</p><p>For information about creating shader-resource views, see <strong><see cref="M:SharpDX.Direct3D10.Device.CreateShaderResourceView(SharpDX.Direct3D10.Resource,System.Nullable{SharpDX.Direct3D10.ShaderResourceViewDescription},SharpDX.Direct3D10.ShaderResourceView)"/></strong>.</p><p>The method will not hold a reference to the interfaces passed in. For that reason, applications should be careful not to release an interface currently in use by the device.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::VSSetShaderResources']/*"/>	
            <msdn-id>bb173629</msdn-id>	
            <unmanaged>void ID3D10Device::VSSetShaderResources([In] unsigned int StartSlot,[In] unsigned int NumViews,[In, Buffer] const ID3D10ShaderResourceView** ppShaderResourceViews)</unmanaged>	
            <unmanaged-short>ID3D10Device::VSSetShaderResources</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.VertexShaderStage.SetShaderResources(System.Int32,System.Int32,SharpDX.ComArray{SharpDX.Direct3D10.ShaderResourceView})">
            <summary>	
            <p>Bind an array of shader resources to the vertex shader stage.</p>	
            </summary>	
            <param name="startSlot">No documentation.</param>	
            <param name="numViews">No documentation.</param>	
            <param name="shaderResourceViewsOut">No documentation.</param>	
            <remarks>	
            <p>If you bind a subresource as an input and an output, this API will fill the destination shader resource slot with <strong><c>null</c></strong>. The debug layer (when active) will alert you if this is true.</p><p>For information about creating shader-resource views, see <strong><see cref="M:SharpDX.Direct3D10.Device.CreateShaderResourceView(SharpDX.Direct3D10.Resource,System.Nullable{SharpDX.Direct3D10.ShaderResourceViewDescription},SharpDX.Direct3D10.ShaderResourceView)"/></strong>.</p><p>The method will not hold a reference to the interfaces passed in. For that reason, applications should be careful not to release an interface currently in use by the device.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::VSSetShaderResources']/*"/>	
            <msdn-id>bb173629</msdn-id>	
            <unmanaged>void ID3D10Device::VSSetShaderResources([In] unsigned int StartSlot,[In] unsigned int NumViews,[In, Buffer] const ID3D10ShaderResourceView** ppShaderResourceViews)</unmanaged>	
            <unmanaged-short>ID3D10Device::VSSetShaderResources</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.VertexShaderStage.SetSamplers(System.Int32,System.Int32,SharpDX.Direct3D10.SamplerState[])">
            <summary>	
            <p>Set an array of sampler states to the vertex shader pipeline stage.</p>	
            </summary>	
            <param name="startSlot">No documentation.</param>	
            <param name="numSamplers">No documentation.</param>	
            <param name="samplersOut">No documentation.</param>	
            <remarks>	
            <p>Any sampler may be set to <strong><c>null</c></strong>; this invokes the default state, which is defined to be the following.</p><pre><code> //Default sampler state:	
            <see cref="T:SharpDX.Direct3D10.SamplerStateDescription"/> SamplerDesc;	
            SamplerDesc.Filter = <see cref="F:SharpDX.Direct3D10.Filter.MinMagMipLinear"/>;	
            SamplerDesc.AddressU = <see cref="F:SharpDX.Direct3D10.TextureAddressMode.Clamp"/>;	
            SamplerDesc.AddressV = <see cref="F:SharpDX.Direct3D10.TextureAddressMode.Clamp"/>;	
            SamplerDesc.AddressW = <see cref="F:SharpDX.Direct3D10.TextureAddressMode.Clamp"/>;	
            SamplerDesc.MipLODBias = 0;	
            SamplerDesc.MaxAnisotropy = 1;	
            SamplerDesc.ComparisonFunc = <see cref="F:SharpDX.Direct3D10.Comparison.Never"/>;	
            SamplerDesc.BorderColor[0] = 1.0f;	
            SamplerDesc.BorderColor[1] = 1.0f;	
            SamplerDesc.BorderColor[2] = 1.0f;	
            SamplerDesc.BorderColor[3] = 1.0f;	
            SamplerDesc.MinLOD = -FLT_MAX;	
            SamplerDesc.MaxLOD = FLT_MAX; </code></pre><p>The method will not hold a reference to the interfaces passed in. For that reason, applications should be careful not to release an interface currently in use by the device.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::VSSetSamplers']/*"/>	
            <msdn-id>bb173627</msdn-id>	
            <unmanaged>void ID3D10Device::VSSetSamplers([In] unsigned int StartSlot,[In] unsigned int NumSamplers,[In, Buffer] const ID3D10SamplerState** ppSamplers)</unmanaged>	
            <unmanaged-short>ID3D10Device::VSSetSamplers</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.VertexShaderStage.SetSamplers(System.Int32,System.Int32,SharpDX.ComArray{SharpDX.Direct3D10.SamplerState})">
            <summary>	
            <p>Set an array of sampler states to the vertex shader pipeline stage.</p>	
            </summary>	
            <param name="startSlot">No documentation.</param>	
            <param name="numSamplers">No documentation.</param>	
            <param name="samplersOut">No documentation.</param>	
            <remarks>	
            <p>Any sampler may be set to <strong><c>null</c></strong>; this invokes the default state, which is defined to be the following.</p><pre><code> //Default sampler state:	
            <see cref="T:SharpDX.Direct3D10.SamplerStateDescription"/> SamplerDesc;	
            SamplerDesc.Filter = <see cref="F:SharpDX.Direct3D10.Filter.MinMagMipLinear"/>;	
            SamplerDesc.AddressU = <see cref="F:SharpDX.Direct3D10.TextureAddressMode.Clamp"/>;	
            SamplerDesc.AddressV = <see cref="F:SharpDX.Direct3D10.TextureAddressMode.Clamp"/>;	
            SamplerDesc.AddressW = <see cref="F:SharpDX.Direct3D10.TextureAddressMode.Clamp"/>;	
            SamplerDesc.MipLODBias = 0;	
            SamplerDesc.MaxAnisotropy = 1;	
            SamplerDesc.ComparisonFunc = <see cref="F:SharpDX.Direct3D10.Comparison.Never"/>;	
            SamplerDesc.BorderColor[0] = 1.0f;	
            SamplerDesc.BorderColor[1] = 1.0f;	
            SamplerDesc.BorderColor[2] = 1.0f;	
            SamplerDesc.BorderColor[3] = 1.0f;	
            SamplerDesc.MinLOD = -FLT_MAX;	
            SamplerDesc.MaxLOD = FLT_MAX; </code></pre><p>The method will not hold a reference to the interfaces passed in. For that reason, applications should be careful not to release an interface currently in use by the device.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::VSSetSamplers']/*"/>	
            <msdn-id>bb173627</msdn-id>	
            <unmanaged>void ID3D10Device::VSSetSamplers([In] unsigned int StartSlot,[In] unsigned int NumSamplers,[In, Buffer] const ID3D10SamplerState** ppSamplers)</unmanaged>	
            <unmanaged-short>ID3D10Device::VSSetSamplers</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.VertexShaderStage.GetConstantBuffers(System.Int32,System.Int32,SharpDX.Direct3D10.Buffer[])">
            <summary>	
            <p>Get the constant buffers used by the vertex shader pipeline stage.</p>	
            </summary>	
            <param name="startSlot">No documentation.</param>	
            <param name="numBuffers">No documentation.</param>	
            <param name="constantBuffersOut">No documentation.</param>	
            <remarks>	
            <p>Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::VSGetConstantBuffers']/*"/>	
            <msdn-id>bb173622</msdn-id>	
            <unmanaged>void ID3D10Device::VSGetConstantBuffers([In] unsigned int StartSlot,[In] unsigned int NumBuffers,[Out, Buffer] ID3D10Buffer** ppConstantBuffers)</unmanaged>	
            <unmanaged-short>ID3D10Device::VSGetConstantBuffers</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.VertexShaderStage.Get(SharpDX.Direct3D10.VertexShader@)">
            <summary>	
            <p>Get the vertex shader currently set on the device.</p>	
            </summary>	
            <param name="vertexShaderOut"><dd>  <p>Address of a reference to a vertex shader (see <strong><see cref="T:SharpDX.Direct3D10.VertexShader"/></strong>) to be returned by the method.</p> </dd></param>	
            <remarks>	
            <p>Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::VSGetShader']/*"/>	
            <msdn-id>bb173624</msdn-id>	
            <unmanaged>void ID3D10Device::VSGetShader([Out] ID3D10VertexShader** ppVertexShader)</unmanaged>	
            <unmanaged-short>ID3D10Device::VSGetShader</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.VertexShaderStage.GetShaderResources(System.Int32,System.Int32,SharpDX.Direct3D10.ShaderResourceView[])">
            <summary>	
            <p>Get the vertex shader resources.</p>	
            </summary>	
            <param name="startSlot"><dd>  <p>Index into the device's zero-based array to begin getting shader resources from.</p> </dd></param>	
            <param name="numViews"><dd>  <p>The number of resources to get from the device. Up to a maximum of 128 slots are available for shader resources.</p> </dd></param>	
            <param name="shaderResourceViewsOut"><dd>  <p>Array of <strong>shader resource view</strong> interfaces to be returned by the device.</p> </dd></param>	
            <remarks>	
            <p>Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::VSGetShaderResources']/*"/>	
            <msdn-id>bb173625</msdn-id>	
            <unmanaged>void ID3D10Device::VSGetShaderResources([In] unsigned int StartSlot,[In] unsigned int NumViews,[Out, Buffer] ID3D10ShaderResourceView** ppShaderResourceViews)</unmanaged>	
            <unmanaged-short>ID3D10Device::VSGetShaderResources</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.VertexShaderStage.GetSamplers(System.Int32,System.Int32,SharpDX.Direct3D10.SamplerState[])">
            <summary>	
            <p>Get an array of sampler states from the vertex shader pipeline stage.</p>	
            </summary>	
            <param name="startSlot">No documentation.</param>	
            <param name="numSamplers">No documentation.</param>	
            <param name="samplersOut">No documentation.</param>	
            <remarks>	
            <p>Any returned interfaces will have their reference count incremented by one. Applications should call IUnknown::Release on the returned interfaces when they are no longer needed to avoid memory leaks.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='ID3D10Device::VSGetSamplers']/*"/>	
            <msdn-id>bb173623</msdn-id>	
            <unmanaged>void ID3D10Device::VSGetSamplers([In] unsigned int StartSlot,[In] unsigned int NumSamplers,[Out, Buffer] ID3D10SamplerState** ppSamplers)</unmanaged>	
            <unmanaged-short>ID3D10Device::VSGetSamplers</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.BlendStateDescription">
            <summary>	
            <p>Describes the blend state.</p>	
            </summary>	
            <remarks>	
            <p>To see how blending is done, see Output-Merger Stage (Direct3D 10).</p><p>These are the default values for blend state.</p><table> <tr><th>State</th><th>Default Value</th></tr> <tr><td>AlphaToCoverageEnable</td><td><see cref="F:SharpDX.Result.False"/></td></tr> <tr><td>BlendEnable[8]</td><td><see cref="F:SharpDX.Result.False"/> (for all 8)</td></tr> <tr><td>SrcBlend</td><td><see cref="F:SharpDX.Direct3D10.BlendOption.One"/></td></tr> <tr><td>DestBlend</td><td><see cref="F:SharpDX.Direct3D10.BlendOption.Zero"/></td></tr> <tr><td>BlendOp</td><td><see cref="F:SharpDX.Direct3D10.BlendOperation.Add"/></td></tr> <tr><td>SrcBlendAlpha</td><td><see cref="F:SharpDX.Direct3D10.BlendOption.One"/></td></tr> <tr><td>DestBlendAlpha</td><td><see cref="F:SharpDX.Direct3D10.BlendOption.Zero"/></td></tr> <tr><td>BlendOpAlpha</td><td><see cref="F:SharpDX.Direct3D10.BlendOperation.Add"/></td></tr> <tr><td>RenderTargetWriteMask[8]</td><td><see cref="F:SharpDX.Direct3D10.ColorWriteMaskFlags.All"/> (for all 8)</td></tr> </table><p>?</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BLEND_DESC']/*"/>	
            <msdn-id>bb204893</msdn-id>	
            <unmanaged>D3D10_BLEND_DESC</unmanaged>	
            <unmanaged-short>D3D10_BLEND_DESC</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.BlendStateDescription.IsAlphaToCoverageEnabled">
            <summary>	
            <dd> <p>Determines whether or not to use alpha-to-coverage as a multisampling technique when setting a pixel to a rendertarget.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BLEND_DESC::AlphaToCoverageEnable']/*"/>	
            <msdn-id>bb204893</msdn-id>	
            <unmanaged>BOOL AlphaToCoverageEnable</unmanaged>	
            <unmanaged-short>BOOL AlphaToCoverageEnable</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.BlendStateDescription.SourceBlend">
            <summary>	
            <dd> <p>This <strong>blend option</strong> specifies the first RGB data source and includes an optional pre-blend operation.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BLEND_DESC::SrcBlend']/*"/>	
            <msdn-id>bb204893</msdn-id>	
            <unmanaged>D3D10_BLEND SrcBlend</unmanaged>	
            <unmanaged-short>D3D10_BLEND SrcBlend</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.BlendStateDescription.DestinationBlend">
            <summary>	
            <dd> <p>This <strong>blend option</strong> specifies the second RGB data source and includes an optional pre-blend operation.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BLEND_DESC::DestBlend']/*"/>	
            <msdn-id>bb204893</msdn-id>	
            <unmanaged>D3D10_BLEND DestBlend</unmanaged>	
            <unmanaged-short>D3D10_BLEND DestBlend</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.BlendStateDescription.BlendOperation">
            <summary>	
            <dd> <p>This <strong>blend operation</strong> defines how to combine the RGB data sources.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BLEND_DESC::BlendOp']/*"/>	
            <msdn-id>bb204893</msdn-id>	
            <unmanaged>D3D10_BLEND_OP BlendOp</unmanaged>	
            <unmanaged-short>D3D10_BLEND_OP BlendOp</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.BlendStateDescription.SourceAlphaBlend">
            <summary>	
            <dd> <p>This <strong>blend option</strong> specifies the first alpha data source and includes an optional pre-blend operation. Blend options that end in _COLOR are not allowed.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BLEND_DESC::SrcBlendAlpha']/*"/>	
            <msdn-id>bb204893</msdn-id>	
            <unmanaged>D3D10_BLEND SrcBlendAlpha</unmanaged>	
            <unmanaged-short>D3D10_BLEND SrcBlendAlpha</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.BlendStateDescription.DestinationAlphaBlend">
            <summary>	
            <dd> <p>This <strong>blend option</strong> specifies the second alpha data source and includes an optional pre-blend operation. Blend options that end in _COLOR are not allowed.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BLEND_DESC::DestBlendAlpha']/*"/>	
            <msdn-id>bb204893</msdn-id>	
            <unmanaged>D3D10_BLEND DestBlendAlpha</unmanaged>	
            <unmanaged-short>D3D10_BLEND DestBlendAlpha</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.BlendStateDescription.AlphaBlendOperation">
            <summary>	
            <dd> <p>This <strong>blend operation</strong> defines how to combine the alpha data sources.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BLEND_DESC::BlendOpAlpha']/*"/>	
            <msdn-id>bb204893</msdn-id>	
            <unmanaged>D3D10_BLEND_OP BlendOpAlpha</unmanaged>	
            <unmanaged-short>D3D10_BLEND_OP BlendOpAlpha</unmanaged-short>	
        </member>
        <member name="P:SharpDX.Direct3D10.BlendStateDescription.IsBlendEnabled">
            <summary>	
            <dd> <p>Enable (or disable) blending. There are eight elements in this array; these correspond to the eight rendertargets that can be set to output-merger stage at one time.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BLEND_DESC::BlendEnable']/*"/>	
            <msdn-id>bb204893</msdn-id>	
            <unmanaged>BOOL BlendEnable[8]</unmanaged>	
            <unmanaged-short>BOOL BlendEnable</unmanaged-short>	
        </member>
        <member name="P:SharpDX.Direct3D10.BlendStateDescription.RenderTargetWriteMask">
            <summary>	
            <dd> <p>A per-pixel write mask that allows control over which components can be written (see <strong><see cref="T:SharpDX.Direct3D10.ColorWriteMaskFlags"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BLEND_DESC::RenderTargetWriteMask']/*"/>	
            <msdn-id>bb204893</msdn-id>	
            <unmanaged>D3D10_COLOR_WRITE_ENABLE RenderTargetWriteMask[8]</unmanaged>	
            <unmanaged-short>D3D10_COLOR_WRITE_ENABLE RenderTargetWriteMask</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.BlendStateDescription1">
            <summary>	
            <p>Describes the blend state for a Direct3D 10.1 device.</p>	
            </summary>	
            <remarks>	
            <p>To see how blending is done, see Output-Merger Stage (Direct3D 10).</p><p>These are the default values for the blend description.</p><table> <tr><th>State</th><th>Default Value</th></tr> <tr><td>AlphaToCoverageEnable</td><td><strong><see cref="F:SharpDX.Result.False"/></strong></td></tr> <tr><td>IndependentBlendEnable</td><td><strong><see cref="F:SharpDX.Result.False"/></strong></td></tr> <tr><td>RenderTarget[0].BlendEnable</td><td><strong><see cref="F:SharpDX.Result.False"/></strong></td></tr> <tr><td>RenderTarget[0].SrcBlend</td><td><see cref="F:SharpDX.Direct3D10.BlendOption.One"/></td></tr> <tr><td>RenderTarget[0].DestBlend</td><td><see cref="F:SharpDX.Direct3D10.BlendOption.Zero"/></td></tr> <tr><td>RenderTarget[0].BlendOp</td><td><see cref="F:SharpDX.Direct3D10.BlendOperation.Add"/></td></tr> <tr><td>RenderTarget[0].SrcBlendAlpha</td><td><see cref="F:SharpDX.Direct3D10.BlendOption.One"/></td></tr> <tr><td>RenderTarget[0].DestBlendAlpha</td><td><see cref="F:SharpDX.Direct3D10.BlendOption.Zero"/></td></tr> <tr><td>RenderTarget[0].BlendOpAlpha</td><td><see cref="F:SharpDX.Direct3D10.BlendOperation.Add"/></td></tr> <tr><td>RenderTarget[0].RenderTargetWriteMask</td><td><see cref="F:SharpDX.Direct3D10.ColorWriteMaskFlags.All"/></td></tr> </table><p>?</p><p>This structure requires Windows Vista Service Pack 1.</p><p>If the driver type is set to <strong><see cref="F:SharpDX.Direct3D.DriverType.Hardware"/></strong>, the feature level is set to less than or equal to <strong><see cref="F:SharpDX.Direct3D.FeatureLevel.Level_9_3"/></strong>, and the pixel format of the render target is set to <strong><see cref="F:SharpDX.DXGI.Format.R8G8B8A8_UNorm_SRgb"/></strong>, <strong><see cref="F:SharpDX.DXGI.Format.B8G8R8A8_UNorm_SRgb"/></strong>, or <strong><see cref="F:SharpDX.DXGI.Format.B8G8R8X8_UNorm_SRgb"/></strong>, the device performs the blend in standard RGB (sRGB) space and not in linear space. However, if the feature level is set to greater than <strong><see cref="F:SharpDX.Direct3D.FeatureLevel.Level_9_3"/></strong>, the device performs the blend in linear space.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BLEND_DESC1']/*"/>	
            <msdn-id>bb694528</msdn-id>	
            <unmanaged>D3D10_BLEND_DESC1</unmanaged>	
            <unmanaged-short>D3D10_BLEND_DESC1</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.BlendStateDescription1.IsAlphaToCoverageEnabled">
            <summary>	
            <dd> <p>Determines whether or not to use the alpha-to-coverage multisampling technique when setting a render-target pixel.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BLEND_DESC1::AlphaToCoverageEnable']/*"/>	
            <msdn-id>bb694528</msdn-id>	
            <unmanaged>BOOL AlphaToCoverageEnable</unmanaged>	
            <unmanaged-short>BOOL AlphaToCoverageEnable</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.BlendStateDescription1.IndependentBlendEnable">
            <summary>	
            <dd> <p>Set to <strong>TRUE</strong> to enable independent blending in simultaneous render targets. If set to <strong><see cref="F:SharpDX.Result.False"/></strong>, only the RenderTarget[0] members are used. RenderTarget[1..7] are ignored.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BLEND_DESC1::IndependentBlendEnable']/*"/>	
            <msdn-id>bb694528</msdn-id>	
            <unmanaged>BOOL IndependentBlendEnable</unmanaged>	
            <unmanaged-short>BOOL IndependentBlendEnable</unmanaged-short>	
        </member>
        <member name="P:SharpDX.Direct3D10.BlendStateDescription1.RenderTarget">
            <summary>	
            <dd> <p>An array of render-target-blend descriptions (see <strong><see cref="T:SharpDX.Direct3D10.RenderTargetBlendDescription1"/></strong>); these correspond to the eight rendertargets  that can be set to the output-merger stage at one time.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BLEND_DESC1::RenderTarget']/*"/>	
            <msdn-id>bb694528</msdn-id>	
            <unmanaged>D3D10_RENDER_TARGET_BLEND_DESC1 RenderTarget[8]</unmanaged>	
            <unmanaged-short>D3D10_RENDER_TARGET_BLEND_DESC1 RenderTarget</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.CounterCapabilities">
            <summary>	
            <p>Information about the video card's performance counter capabilities.</p>	
            </summary>	
            <remarks>	
            <p>This structure is returned by <strong><see cref="M:SharpDX.Direct3D10.Device.GetCounterCapabilities"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_COUNTER_INFO']/*"/>	
            <msdn-id>bb204906</msdn-id>	
            <unmanaged>D3D10_COUNTER_INFO</unmanaged>	
            <unmanaged-short>D3D10_COUNTER_INFO</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.CounterCapabilities.LastDeviceDependentCounter">
            <summary>	
            <dd> <p>Largest device-dependent counter ID that the device supports. If none are supported, this value will be 0. Otherwise it will be greater than or equal to <see cref="F:SharpDX.Direct3D10.CounterKind.DeviceDependent0"/>. See <strong><see cref="T:SharpDX.Direct3D10.CounterKind"/></strong>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_COUNTER_INFO::LastDeviceDependentCounter']/*"/>	
            <msdn-id>bb204906</msdn-id>	
            <unmanaged>D3D10_COUNTER LastDeviceDependentCounter</unmanaged>	
            <unmanaged-short>D3D10_COUNTER LastDeviceDependentCounter</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.CounterCapabilities.SimultaneousCounterCount">
            <summary>	
            <dd> <p>Number of counters that can be simultaneously supported.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_COUNTER_INFO::NumSimultaneousCounters']/*"/>	
            <msdn-id>bb204906</msdn-id>	
            <unmanaged>unsigned int NumSimultaneousCounters</unmanaged>	
            <unmanaged-short>unsigned int NumSimultaneousCounters</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.CounterCapabilities.DetectableParallelUnitCount">
            <summary>	
            <dd> <p>Number of detectable parallel units that the counter is able to discern. Values are 1 ~ 4. Use NumDetectableParallelUnits to interpret the values of the VERTEX_PROCESSING, GEOMETRY_PROCESSING, PIXEL_PROCESSING, and OTHER_GPU_PROCESSING counters. See <strong><see cref="M:SharpDX.Direct3D10.Asynchronous.GetData"/></strong> for an equation.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_COUNTER_INFO::NumDetectableParallelUnits']/*"/>	
            <msdn-id>bb204906</msdn-id>	
            <unmanaged>unsigned char NumDetectableParallelUnits</unmanaged>	
            <unmanaged-short>unsigned char NumDetectableParallelUnits</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.CounterDescription">
            <summary>	
            <p>Describes a counter.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_COUNTER_DESC']/*"/>	
            <msdn-id>bb204905</msdn-id>	
            <unmanaged>D3D10_COUNTER_DESC</unmanaged>	
            <unmanaged-short>D3D10_COUNTER_DESC</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.CounterDescription.Counter">
            <summary>	
            <dd> <p>Type of counter (see <strong><see cref="T:SharpDX.Direct3D10.CounterKind"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_COUNTER_DESC::Counter']/*"/>	
            <msdn-id>bb204905</msdn-id>	
            <unmanaged>D3D10_COUNTER Counter</unmanaged>	
            <unmanaged-short>D3D10_COUNTER Counter</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.CounterDescription.MiscFlags">
            <summary>	
            <dd> <p>Reserved.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_COUNTER_DESC::MiscFlags']/*"/>	
            <msdn-id>bb204905</msdn-id>	
            <unmanaged>unsigned int MiscFlags</unmanaged>	
            <unmanaged-short>unsigned int MiscFlags</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.DepthStencilOperationDescription">
            <summary>	
            <p>Describes the stencil operations that can be performed based on the results of stencil test.</p>	
            </summary>	
            <remarks>	
            <p>The stencil operation can be set differently based on the outcome of the stencil test by using the <strong>StencilFunc</strong> member.  This can be done for the stencil test portion of depth-stencil testing.</p><p>The <see cref="T:SharpDX.Direct3D10.DepthStencilOperationDescription"/> structure is a member of the <strong><see cref="T:SharpDX.Direct3D10.DepthStencilStateDescription"/></strong> structure. </p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_DEPTH_STENCILOP_DESC']/*"/>	
            <msdn-id>bb205035</msdn-id>	
            <unmanaged>D3D10_DEPTH_STENCILOP_DESC</unmanaged>	
            <unmanaged-short>D3D10_DEPTH_STENCILOP_DESC</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.DepthStencilOperationDescription.FailOperation">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_DEPTH_STENCILOP_DESC::StencilFailOp']/*"/>	
            <unmanaged>D3D10_STENCIL_OP StencilFailOp</unmanaged>	
            <unmanaged-short>D3D10_STENCIL_OP StencilFailOp</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.DepthStencilOperationDescription.DepthFailOperation">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_DEPTH_STENCILOP_DESC::StencilDepthFailOp']/*"/>	
            <unmanaged>D3D10_STENCIL_OP StencilDepthFailOp</unmanaged>	
            <unmanaged-short>D3D10_STENCIL_OP StencilDepthFailOp</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.DepthStencilOperationDescription.PassOperation">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_DEPTH_STENCILOP_DESC::StencilPassOp']/*"/>	
            <unmanaged>D3D10_STENCIL_OP StencilPassOp</unmanaged>	
            <unmanaged-short>D3D10_STENCIL_OP StencilPassOp</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.DepthStencilOperationDescription.Comparison">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_DEPTH_STENCILOP_DESC::StencilFunc']/*"/>	
            <unmanaged>D3D10_COMPARISON_FUNC StencilFunc</unmanaged>	
            <unmanaged-short>D3D10_COMPARISON_FUNC StencilFunc</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.DepthStencilStateDescription">
            <summary>	
            <p>Describes depth-stencil state.</p>	
            </summary>	
            <remarks>	
            <p>Depth-stencil state controls how depth-stencil testing is performed by the output-merger stage.</p><p>The formats that support stenciling are <see cref="F:SharpDX.DXGI.Format.D24_UNorm_S8_UInt"/> and <see cref="F:SharpDX.DXGI.Format.D32_Float_S8X24_UInt"/>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_DEPTH_STENCIL_DESC']/*"/>	
            <msdn-id>bb205036</msdn-id>	
            <unmanaged>D3D10_DEPTH_STENCIL_DESC</unmanaged>	
            <unmanaged-short>D3D10_DEPTH_STENCIL_DESC</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.DepthStencilStateDescription.IsDepthEnabled">
            <summary>	
            <dd> <p>A Boolean value that enables depth testing.  The default value is <strong>TRUE</strong>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_DEPTH_STENCIL_DESC::DepthEnable']/*"/>	
            <msdn-id>bb205036</msdn-id>	
            <unmanaged>BOOL DepthEnable</unmanaged>	
            <unmanaged-short>BOOL DepthEnable</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.DepthStencilStateDescription.DepthWriteMask">
            <summary>	
            <dd> <p>A member of the <strong><see cref="T:SharpDX.Direct3D10.DepthWriteMask"/></strong> enumerated type that identifies a portion of the depth-stencil buffer that can be modified by depth data.  The default value is <strong><see cref="F:SharpDX.Direct3D10.DepthWriteMask.All"/></strong>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_DEPTH_STENCIL_DESC::DepthWriteMask']/*"/>	
            <msdn-id>bb205036</msdn-id>	
            <unmanaged>D3D10_DEPTH_WRITE_MASK DepthWriteMask</unmanaged>	
            <unmanaged-short>D3D10_DEPTH_WRITE_MASK DepthWriteMask</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.DepthStencilStateDescription.DepthComparison">
            <summary>	
            <dd> <p>A member of the <strong><see cref="T:SharpDX.Direct3D10.Comparison"/></strong> enumerated type that defines how depth data is compared against existing depth data.  The default value is <strong><see cref="F:SharpDX.Direct3D10.Comparison.Less"/></strong></p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_DEPTH_STENCIL_DESC::DepthFunc']/*"/>	
            <msdn-id>bb205036</msdn-id>	
            <unmanaged>D3D10_COMPARISON_FUNC DepthFunc</unmanaged>	
            <unmanaged-short>D3D10_COMPARISON_FUNC DepthFunc</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.DepthStencilStateDescription.IsStencilEnabled">
            <summary>	
            <dd> <p>A Boolean value that enables stencil testing.  The default value is <strong><see cref="F:SharpDX.Result.False"/></strong>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_DEPTH_STENCIL_DESC::StencilEnable']/*"/>	
            <msdn-id>bb205036</msdn-id>	
            <unmanaged>BOOL StencilEnable</unmanaged>	
            <unmanaged-short>BOOL StencilEnable</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.DepthStencilStateDescription.StencilReadMask">
            <summary>	
            <dd> <p>A value that identifies a portion of the depth-stencil buffer for reading stencil data.  The default value is <strong>D3D10_DEFAULT_STENCIL_READ_MASK</strong>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_DEPTH_STENCIL_DESC::StencilReadMask']/*"/>	
            <msdn-id>bb205036</msdn-id>	
            <unmanaged>unsigned char StencilReadMask</unmanaged>	
            <unmanaged-short>unsigned char StencilReadMask</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.DepthStencilStateDescription.StencilWriteMask">
            <summary>	
            <dd> <p>A value that identifies a portion of the depth-stencil buffer for writing stencil data. The default value is <strong>D3D10_DEFAULT_STENCIL_WRITE_MASK</strong>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_DEPTH_STENCIL_DESC::StencilWriteMask']/*"/>	
            <msdn-id>bb205036</msdn-id>	
            <unmanaged>unsigned char StencilWriteMask</unmanaged>	
            <unmanaged-short>unsigned char StencilWriteMask</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.DepthStencilStateDescription.FrontFace">
            <summary>	
            <dd> <p>A <strong><see cref="T:SharpDX.Direct3D10.DepthStencilOperationDescription"/></strong> structure that identifies how to use the results of the depth test and the stencil test for pixels whose surface normal is facing toward the camera.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_DEPTH_STENCIL_DESC::FrontFace']/*"/>	
            <msdn-id>bb205036</msdn-id>	
            <unmanaged>D3D10_DEPTH_STENCILOP_DESC FrontFace</unmanaged>	
            <unmanaged-short>D3D10_DEPTH_STENCILOP_DESC FrontFace</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.DepthStencilStateDescription.BackFace">
            <summary>	
            <dd> <p>A <strong><see cref="T:SharpDX.Direct3D10.DepthStencilOperationDescription"/></strong> structure that identifies how to use the results of the depth test and the stencil test for pixels whose surface normal is facing away from the camera.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_DEPTH_STENCIL_DESC::BackFace']/*"/>	
            <msdn-id>bb205036</msdn-id>	
            <unmanaged>D3D10_DEPTH_STENCILOP_DESC BackFace</unmanaged>	
            <unmanaged-short>D3D10_DEPTH_STENCILOP_DESC BackFace</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.DepthStencilViewDescription">
            <summary>	
            <p>Specifies the subresource(s) from a texture that are accessible using a depth-stencil view.</p>	
            </summary>	
            <remarks>	
            <p>These are valid formats for a depth-stencil view:</p><ul> <li><see cref="F:SharpDX.DXGI.Format.D16_UNorm"/></li> <li><see cref="F:SharpDX.DXGI.Format.D24_UNorm_S8_UInt"/></li> <li><see cref="F:SharpDX.DXGI.Format.D32_Float"/></li> <li><see cref="F:SharpDX.DXGI.Format.D32_Float_S8X24_UInt"/></li> <li><see cref="F:SharpDX.DXGI.Format.Unknown"/></li> </ul><p>A depth-stencil view cannot use a typeless format.  If the format chosen is <see cref="F:SharpDX.DXGI.Format.Unknown"/>, then the format of the parent resource is used.</p><p>A depth-stencil-view description is needed when calling <strong><see cref="M:SharpDX.Direct3D10.Device.CreateDepthStencilView(SharpDX.Direct3D10.Resource,System.Nullable{SharpDX.Direct3D10.DepthStencilViewDescription},SharpDX.Direct3D10.DepthStencilView)"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_DEPTH_STENCIL_VIEW_DESC']/*"/>	
            <msdn-id>bb205037</msdn-id>	
            <unmanaged>D3D10_DEPTH_STENCIL_VIEW_DESC</unmanaged>	
            <unmanaged-short>D3D10_DEPTH_STENCIL_VIEW_DESC</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.DepthStencilViewDescription.Format">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_DEPTH_STENCIL_VIEW_DESC::Format']/*"/>	
            <unmanaged>DXGI_FORMAT Format</unmanaged>	
            <unmanaged-short>DXGI_FORMAT Format</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.DepthStencilViewDescription.Dimension">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_DEPTH_STENCIL_VIEW_DESC::ViewDimension']/*"/>	
            <unmanaged>D3D10_DSV_DIMENSION ViewDimension</unmanaged>	
            <unmanaged-short>D3D10_DSV_DIMENSION ViewDimension</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.DepthStencilViewDescription.Texture1D">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_DEPTH_STENCIL_VIEW_DESC::Texture1D']/*"/>	
            <unmanaged>D3D10_TEX1D_DSV Texture1D</unmanaged>	
            <unmanaged-short>D3D10_TEX1D_DSV Texture1D</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.DepthStencilViewDescription.Texture1DArray">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_DEPTH_STENCIL_VIEW_DESC::Texture1DArray']/*"/>	
            <unmanaged>D3D10_TEX1D_ARRAY_DSV Texture1DArray</unmanaged>	
            <unmanaged-short>D3D10_TEX1D_ARRAY_DSV Texture1DArray</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.DepthStencilViewDescription.Texture2D">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_DEPTH_STENCIL_VIEW_DESC::Texture2D']/*"/>	
            <unmanaged>D3D10_TEX2D_DSV Texture2D</unmanaged>	
            <unmanaged-short>D3D10_TEX2D_DSV Texture2D</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.DepthStencilViewDescription.Texture2DArray">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_DEPTH_STENCIL_VIEW_DESC::Texture2DArray']/*"/>	
            <unmanaged>D3D10_TEX2D_ARRAY_DSV Texture2DArray</unmanaged>	
            <unmanaged-short>D3D10_TEX2D_ARRAY_DSV Texture2DArray</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.DepthStencilViewDescription.Texture2DMS">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_DEPTH_STENCIL_VIEW_DESC::Texture2DMS']/*"/>	
            <unmanaged>D3D10_TEX2DMS_DSV Texture2DMS</unmanaged>	
            <unmanaged-short>D3D10_TEX2DMS_DSV Texture2DMS</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.DepthStencilViewDescription.Texture2DMSArray">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_DEPTH_STENCIL_VIEW_DESC::Texture2DMSArray']/*"/>	
            <unmanaged>D3D10_TEX2DMS_ARRAY_DSV Texture2DMSArray</unmanaged>	
            <unmanaged-short>D3D10_TEX2DMS_ARRAY_DSV Texture2DMSArray</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.DepthStencilViewDescription.Texture2DArrayResource">
            <summary>	
            <p>Specifies the subresource(s) from an array 2D textures that are accessible to a depth-stencil view.</p>	
            </summary>	
            <remarks>	
            <p>This structure is one member of a depth-stencil-view description (see <strong><see cref="T:SharpDX.Direct3D10.DepthStencilViewDescription"/></strong>).</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEX2D_ARRAY_DSV']/*"/>	
            <msdn-id>bb172470</msdn-id>	
            <unmanaged>D3D10_TEX2D_ARRAY_DSV</unmanaged>	
            <unmanaged-short>D3D10_TEX2D_ARRAY_DSV</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.DepthStencilViewDescription.Texture2DArrayResource.MipSlice">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEX2D_ARRAY_DSV::MipSlice']/*"/>	
            <unmanaged>unsigned int MipSlice</unmanaged>	
            <unmanaged-short>unsigned int MipSlice</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.DepthStencilViewDescription.Texture2DArrayResource.FirstArraySlice">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEX2D_ARRAY_DSV::FirstArraySlice']/*"/>	
            <unmanaged>unsigned int FirstArraySlice</unmanaged>	
            <unmanaged-short>unsigned int FirstArraySlice</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.DepthStencilViewDescription.Texture2DArrayResource.ArraySize">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEX2D_ARRAY_DSV::ArraySize']/*"/>	
            <unmanaged>unsigned int ArraySize</unmanaged>	
            <unmanaged-short>unsigned int ArraySize</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.DepthStencilViewDescription.Texture2DMultisampledArrayResource">
            <summary>	
            <p>Specifies the subresource(s) from an array of multisampled 2D textures for a depth-stencil view.</p>	
            </summary>	
            <remarks>	
            <p>This structure is one member of a depth-stencil-view description (see <strong><see cref="T:SharpDX.Direct3D10.DepthStencilViewDescription"/></strong>).</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEX2DMS_ARRAY_DSV']/*"/>	
            <msdn-id>bb172464</msdn-id>	
            <unmanaged>D3D10_TEX2DMS_ARRAY_DSV</unmanaged>	
            <unmanaged-short>D3D10_TEX2DMS_ARRAY_DSV</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.DepthStencilViewDescription.Texture2DMultisampledArrayResource.FirstArraySlice">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEX2DMS_ARRAY_DSV::FirstArraySlice']/*"/>	
            <unmanaged>unsigned int FirstArraySlice</unmanaged>	
            <unmanaged-short>unsigned int FirstArraySlice</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.DepthStencilViewDescription.Texture2DMultisampledArrayResource.ArraySize">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEX2DMS_ARRAY_DSV::ArraySize']/*"/>	
            <unmanaged>unsigned int ArraySize</unmanaged>	
            <unmanaged-short>unsigned int ArraySize</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.DepthStencilViewDescription.Texture1DArrayResource">
            <summary>	
            <p>Specifies the subresource(s) from an array of 1D textures to use in a depth-stencil view.</p>	
            </summary>	
            <remarks>	
            <p>This structure is one member of a depth-stencil-view description (see <strong><see cref="T:SharpDX.Direct3D10.DepthStencilViewDescription"/></strong>).</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEX1D_ARRAY_DSV']/*"/>	
            <msdn-id>bb172458</msdn-id>	
            <unmanaged>D3D10_TEX1D_ARRAY_DSV</unmanaged>	
            <unmanaged-short>D3D10_TEX1D_ARRAY_DSV</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.DepthStencilViewDescription.Texture1DArrayResource.MipSlice">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEX1D_ARRAY_DSV::MipSlice']/*"/>	
            <unmanaged>unsigned int MipSlice</unmanaged>	
            <unmanaged-short>unsigned int MipSlice</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.DepthStencilViewDescription.Texture1DArrayResource.FirstArraySlice">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEX1D_ARRAY_DSV::FirstArraySlice']/*"/>	
            <unmanaged>unsigned int FirstArraySlice</unmanaged>	
            <unmanaged-short>unsigned int FirstArraySlice</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.DepthStencilViewDescription.Texture1DArrayResource.ArraySize">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEX1D_ARRAY_DSV::ArraySize']/*"/>	
            <unmanaged>unsigned int ArraySize</unmanaged>	
            <unmanaged-short>unsigned int ArraySize</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.DepthStencilViewDescription.Texture1DResource">
            <summary>	
            <p>Specifies the subresource from a 1D texture that is accessible to a depth-stencil view.</p>	
            </summary>	
            <remarks>	
            <p>This structure is one member of a depth-stencil-view description (see <strong><see cref="T:SharpDX.Direct3D10.DepthStencilViewDescription"/></strong>).</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEX1D_DSV']/*"/>	
            <msdn-id>bb172461</msdn-id>	
            <unmanaged>D3D10_TEX1D_DSV</unmanaged>	
            <unmanaged-short>D3D10_TEX1D_DSV</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.DepthStencilViewDescription.Texture1DResource.MipSlice">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEX1D_DSV::MipSlice']/*"/>	
            <unmanaged>unsigned int MipSlice</unmanaged>	
            <unmanaged-short>unsigned int MipSlice</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.DepthStencilViewDescription.Texture2DMultisampledResource">
            <summary>	
            <p>Specifies the subresource from a multisampled 2D texture that is accessible to a depth-stencil view.</p>	
            </summary>	
            <remarks>	
            <p>Since a multisampled 2D texture contains a single subtexture, there is nothing to specify; this unused member is included so that this structure will compile in C.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEX2DMS_DSV']/*"/>	
            <msdn-id>bb172467</msdn-id>	
            <unmanaged>D3D10_TEX2DMS_DSV</unmanaged>	
            <unmanaged-short>D3D10_TEX2DMS_DSV</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.DepthStencilViewDescription.Texture2DMultisampledResource.UnusedFieldNothingToDefine">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEX2DMS_DSV::UnusedField_NothingToDefine']/*"/>	
            <unmanaged>unsigned int UnusedField_NothingToDefine</unmanaged>	
            <unmanaged-short>unsigned int UnusedField_NothingToDefine</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.DepthStencilViewDescription.Texture2DResource">
            <summary>	
            <p>Specifies the subresource from a 2D texture that is accessible to a depth-stencil view.</p>	
            </summary>	
            <remarks>	
            <p>This structure is one member of a depth-stencil-view description (see <strong><see cref="T:SharpDX.Direct3D10.DepthStencilViewDescription"/></strong>).</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEX2D_DSV']/*"/>	
            <msdn-id>bb172473</msdn-id>	
            <unmanaged>D3D10_TEX2D_DSV</unmanaged>	
            <unmanaged-short>D3D10_TEX2D_DSV</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.DepthStencilViewDescription.Texture2DResource.MipSlice">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEX2D_DSV::MipSlice']/*"/>	
            <unmanaged>unsigned int MipSlice</unmanaged>	
            <unmanaged-short>unsigned int MipSlice</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.EffectDescription">
            <summary>	
            <p>Describes an effect.</p>	
            </summary>	
            <remarks>	
            <p>To get an effect description, call <strong><see cref="M:SharpDX.Direct3D10.Effect.GetDescription(SharpDX.Direct3D10.EffectDescription@)"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_EFFECT_DESC']/*"/>	
            <msdn-id>bb205047</msdn-id>	
            <unmanaged>D3D10_EFFECT_DESC</unmanaged>	
            <unmanaged-short>D3D10_EFFECT_DESC</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.EffectDescription.IsChildEffect">
            <summary>	
            <dd> <p><strong>TRUE</strong> if the effect is a child effect; otherwise <strong><see cref="F:SharpDX.Result.False"/></strong>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_EFFECT_DESC::IsChildEffect']/*"/>	
            <msdn-id>bb205047</msdn-id>	
            <unmanaged>BOOL IsChildEffect</unmanaged>	
            <unmanaged-short>BOOL IsChildEffect</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.EffectDescription.ConstantBufferCount">
            <summary>	
            <dd> <p>The number of constant buffers.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_EFFECT_DESC::ConstantBuffers']/*"/>	
            <msdn-id>bb205047</msdn-id>	
            <unmanaged>unsigned int ConstantBuffers</unmanaged>	
            <unmanaged-short>unsigned int ConstantBuffers</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.EffectDescription.SharedConstantBufferCount">
            <summary>	
            <dd> <p>The number of constant buffers shared in an effect pool.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_EFFECT_DESC::SharedConstantBuffers']/*"/>	
            <msdn-id>bb205047</msdn-id>	
            <unmanaged>unsigned int SharedConstantBuffers</unmanaged>	
            <unmanaged-short>unsigned int SharedConstantBuffers</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.EffectDescription.GlobalVariableCount">
            <summary>	
            <dd> <p>The number of global variables.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_EFFECT_DESC::GlobalVariables']/*"/>	
            <msdn-id>bb205047</msdn-id>	
            <unmanaged>unsigned int GlobalVariables</unmanaged>	
            <unmanaged-short>unsigned int GlobalVariables</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.EffectDescription.SharedGlobalVariableCount">
            <summary>	
            <dd> <p>The number of global variables shared in an effect pool.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_EFFECT_DESC::SharedGlobalVariables']/*"/>	
            <msdn-id>bb205047</msdn-id>	
            <unmanaged>unsigned int SharedGlobalVariables</unmanaged>	
            <unmanaged-short>unsigned int SharedGlobalVariables</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.EffectDescription.TechniqueCount">
            <summary>	
            <dd> <p>The number of techniques.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_EFFECT_DESC::Techniques']/*"/>	
            <msdn-id>bb205047</msdn-id>	
            <unmanaged>unsigned int Techniques</unmanaged>	
            <unmanaged-short>unsigned int Techniques</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.EffectTechniqueDescription">
            <summary>	
            <p>Describes an effect technique.</p>	
            </summary>	
            <remarks>	
            <p>To get a technique, call <strong><see cref="M:SharpDX.Direct3D10.EffectTechnique.GetDescription(SharpDX.Direct3D10.EffectTechniqueDescription@)"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TECHNIQUE_DESC']/*"/>	
            <msdn-id>bb172457</msdn-id>	
            <unmanaged>D3D10_TECHNIQUE_DESC</unmanaged>	
            <unmanaged-short>D3D10_TECHNIQUE_DESC</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.EffectTechniqueDescription.Name">
            <summary>	
            <dd> <p>A string that contains the technique name; otherwise <strong><c>null</c></strong>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TECHNIQUE_DESC::Name']/*"/>	
            <msdn-id>bb172457</msdn-id>	
            <unmanaged>const char* Name</unmanaged>	
            <unmanaged-short>char Name</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.EffectTechniqueDescription.PassCount">
            <summary>	
            <dd> <p>The number of passes in the technique.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TECHNIQUE_DESC::Passes']/*"/>	
            <msdn-id>bb172457</msdn-id>	
            <unmanaged>unsigned int Passes</unmanaged>	
            <unmanaged-short>unsigned int Passes</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.EffectTechniqueDescription.AnnotationCount">
            <summary>	
            <dd> <p>The number of annotations.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TECHNIQUE_DESC::Annotations']/*"/>	
            <msdn-id>bb172457</msdn-id>	
            <unmanaged>unsigned int Annotations</unmanaged>	
            <unmanaged-short>unsigned int Annotations</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.EffectTypeDescription">
            <summary>	
            <p>Describes an effect-variable type.</p>	
            </summary>	
            <remarks>	
            <p>To get an effect-variable type, call <strong><see cref="M:SharpDX.Direct3D10.EffectType.GetDescription(SharpDX.Direct3D10.EffectTypeDescription@)"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_EFFECT_TYPE_DESC']/*"/>	
            <msdn-id>bb205054</msdn-id>	
            <unmanaged>D3D10_EFFECT_TYPE_DESC</unmanaged>	
            <unmanaged-short>D3D10_EFFECT_TYPE_DESC</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.EffectTypeDescription.TypeName">
            <summary>	
            <dd> <p>A string that contains the variable name.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_EFFECT_TYPE_DESC::TypeName']/*"/>	
            <msdn-id>bb205054</msdn-id>	
            <unmanaged>const char* TypeName</unmanaged>	
            <unmanaged-short>char TypeName</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.EffectTypeDescription.Class">
            <summary>	
            <dd> <p>The variable class (see <strong>D3D10_SHADER_VARIABLE_CLASS</strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_EFFECT_TYPE_DESC::Class']/*"/>	
            <msdn-id>bb205054</msdn-id>	
            <unmanaged>D3D_SHADER_VARIABLE_CLASS Class</unmanaged>	
            <unmanaged-short>D3D_SHADER_VARIABLE_CLASS Class</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.EffectTypeDescription.Type">
            <summary>	
            <dd> <p>The variable type (see <strong>D3D10_SHADER_VARIABLE_TYPE</strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_EFFECT_TYPE_DESC::Type']/*"/>	
            <msdn-id>bb205054</msdn-id>	
            <unmanaged>D3D_SHADER_VARIABLE_TYPE Type</unmanaged>	
            <unmanaged-short>D3D_SHADER_VARIABLE_TYPE Type</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.EffectTypeDescription.Elements">
            <summary>	
            <dd> <p>The number of elements if the variable is an array; otherwise 0.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_EFFECT_TYPE_DESC::Elements']/*"/>	
            <msdn-id>bb205054</msdn-id>	
            <unmanaged>unsigned int Elements</unmanaged>	
            <unmanaged-short>unsigned int Elements</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.EffectTypeDescription.Members">
            <summary>	
            <dd> <p>The number of members if the variable is a structure; otherwise 0.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_EFFECT_TYPE_DESC::Members']/*"/>	
            <msdn-id>bb205054</msdn-id>	
            <unmanaged>unsigned int Members</unmanaged>	
            <unmanaged-short>unsigned int Members</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.EffectTypeDescription.Rows">
            <summary>	
            <dd> <p>The number of rows if the variable is a matrix; otherwise 0.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_EFFECT_TYPE_DESC::Rows']/*"/>	
            <msdn-id>bb205054</msdn-id>	
            <unmanaged>unsigned int Rows</unmanaged>	
            <unmanaged-short>unsigned int Rows</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.EffectTypeDescription.Columns">
            <summary>	
            <dd> <p>The number of columns if the variable is a matrix; otherwise 0.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_EFFECT_TYPE_DESC::Columns']/*"/>	
            <msdn-id>bb205054</msdn-id>	
            <unmanaged>unsigned int Columns</unmanaged>	
            <unmanaged-short>unsigned int Columns</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.EffectTypeDescription.PackedSize">
            <summary>	
            <dd> <p>The number of bytes that the variable consumes when it is packed tightly by the compiler.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_EFFECT_TYPE_DESC::PackedSize']/*"/>	
            <msdn-id>bb205054</msdn-id>	
            <unmanaged>unsigned int PackedSize</unmanaged>	
            <unmanaged-short>unsigned int PackedSize</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.EffectTypeDescription.UnpackedSize">
            <summary>	
            <dd> <p>The number of bytes that the variable consumes before it is packed by the compiler.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_EFFECT_TYPE_DESC::UnpackedSize']/*"/>	
            <msdn-id>bb205054</msdn-id>	
            <unmanaged>unsigned int UnpackedSize</unmanaged>	
            <unmanaged-short>unsigned int UnpackedSize</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.EffectTypeDescription.Stride">
            <summary>	
            <dd> <p>The number of bytes between elements.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_EFFECT_TYPE_DESC::Stride']/*"/>	
            <msdn-id>bb205054</msdn-id>	
            <unmanaged>unsigned int Stride</unmanaged>	
            <unmanaged-short>unsigned int Stride</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.EffectVariableDescription">
            <summary>	
            <p>Describes an effect variable.</p>	
            </summary>	
            <remarks>	
            <p>To get an effect-variable description, call <strong><see cref="M:SharpDX.Direct3D10.EffectVariable.GetDescription(SharpDX.Direct3D10.EffectVariableDescription@)"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_EFFECT_VARIABLE_DESC']/*"/>	
            <msdn-id>bb205056</msdn-id>	
            <unmanaged>D3D10_EFFECT_VARIABLE_DESC</unmanaged>	
            <unmanaged-short>D3D10_EFFECT_VARIABLE_DESC</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.EffectVariableDescription.Name">
            <summary>	
            <dd> <p>A string that contains the variable name.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_EFFECT_VARIABLE_DESC::Name']/*"/>	
            <msdn-id>bb205056</msdn-id>	
            <unmanaged>const char* Name</unmanaged>	
            <unmanaged-short>char Name</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.EffectVariableDescription.Semantic">
            <summary>	
            <dd> <p>The semantic attached to the variable; otherwise <strong><c>null</c></strong>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_EFFECT_VARIABLE_DESC::Semantic']/*"/>	
            <msdn-id>bb205056</msdn-id>	
            <unmanaged>const char* Semantic</unmanaged>	
            <unmanaged-short>char Semantic</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.EffectVariableDescription.Flags">
            <summary>	
            <dd> <p>Optional flags for effect variables. </p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_EFFECT_VARIABLE_DESC::Flags']/*"/>	
            <msdn-id>bb205056</msdn-id>	
            <unmanaged>D3D10_EFFECT_VARIABLE_FLAGS Flags</unmanaged>	
            <unmanaged-short>D3D10_EFFECT_VARIABLE_FLAGS Flags</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.EffectVariableDescription.AnnotationCount">
            <summary>	
            <dd> <p>The number of annotations; otherwise 0.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_EFFECT_VARIABLE_DESC::Annotations']/*"/>	
            <msdn-id>bb205056</msdn-id>	
            <unmanaged>unsigned int Annotations</unmanaged>	
            <unmanaged-short>unsigned int Annotations</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.EffectVariableDescription.BufferOffset">
            <summary>	
            <dd> <p>The offset between the beginning of the constant buffer and this variable; otherwise 0.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_EFFECT_VARIABLE_DESC::BufferOffset']/*"/>	
            <msdn-id>bb205056</msdn-id>	
            <unmanaged>unsigned int BufferOffset</unmanaged>	
            <unmanaged-short>unsigned int BufferOffset</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.EffectVariableDescription.ExplicitBindPoint">
            <summary>	
            <dd> <p>The register that this variable is bound to. To bind a variable explicitly use the <see cref="F:SharpDX.Direct3D10.EffectVariableFlags.ExplicitBindPoint"/> flag.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_EFFECT_VARIABLE_DESC::ExplicitBindPoint']/*"/>	
            <msdn-id>bb205056</msdn-id>	
            <unmanaged>unsigned int ExplicitBindPoint</unmanaged>	
            <unmanaged-short>unsigned int ExplicitBindPoint</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.FontDescription">
            <summary>	
            <p>Defines font attributes.</p>	
            </summary>	
            <remarks>	
            <p>The compiler setting also determines the structure type. If Unicode is defined, the <see cref="T:SharpDX.Direct3D10.FontDescription"/> structure type resolves to a <see cref="T:SharpDX.Direct3D10.FontDescription"/>; otherwise the structure type resolves to a D3DX10_FONT_DESCA.</p><p>Possible values of the above members are given in the GDI <see cref="T:SharpDX.Win32Native.LogFont"/> structure.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_FONT_DESCW']/*"/>	
            <msdn-id>bb172693</msdn-id>	
            <unmanaged>D3DX10_FONT_DESCW</unmanaged>	
            <unmanaged-short>D3DX10_FONT_DESCW</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.FontDescription.Height">
            <summary>	
            <dd> <p>Height, in logical units, of the font's character cell or character.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_FONT_DESCW::Height']/*"/>	
            <msdn-id>bb172693</msdn-id>	
            <unmanaged>int Height</unmanaged>	
            <unmanaged-short>int Height</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.FontDescription.Width">
            <summary>	
            <dd> <p>Width, in logical units, of characters in the font.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_FONT_DESCW::Width']/*"/>	
            <msdn-id>bb172693</msdn-id>	
            <unmanaged>unsigned int Width</unmanaged>	
            <unmanaged-short>unsigned int Width</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.FontDescription.Weight">
            <summary>	
            <dd> <p>Weight of the font in the range from 0 through 1000.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_FONT_DESCW::Weight']/*"/>	
            <msdn-id>bb172693</msdn-id>	
            <unmanaged>D3DX10_FONT_WEIGHT Weight</unmanaged>	
            <unmanaged-short>D3DX10_FONT_WEIGHT Weight</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.FontDescription.MipLevels">
            <summary>	
            <dd> <p>Number of mipmap levels requested. If this value is zero or D3DX_DEFAULT, a complete mipmap chain is created. If the value is 1, the texture space is mapped identically to the screen space.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_FONT_DESCW::MipLevels']/*"/>	
            <msdn-id>bb172693</msdn-id>	
            <unmanaged>unsigned int MipLevels</unmanaged>	
            <unmanaged-short>unsigned int MipLevels</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.FontDescription.Italic">
            <summary>	
            <dd> <p>Set to <strong>TRUE</strong> for an Italic font.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_FONT_DESCW::Italic']/*"/>	
            <msdn-id>bb172693</msdn-id>	
            <unmanaged>BOOL Italic</unmanaged>	
            <unmanaged-short>BOOL Italic</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.FontDescription.CharacterSet">
            <summary>	
            <dd> <p>Character set.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_FONT_DESCW::CharSet']/*"/>	
            <msdn-id>bb172693</msdn-id>	
            <unmanaged>D3DX10_FONT_CHARSET CharSet</unmanaged>	
            <unmanaged-short>D3DX10_FONT_CHARSET CharSet</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.FontDescription.OutputPrecision">
            <summary>	
            <dd> <p>Output precision. The output precision defines how closely the output must match the requested font height, width, character orientation, escapement, pitch, and font type.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_FONT_DESCW::OutputPrecision']/*"/>	
            <msdn-id>bb172693</msdn-id>	
            <unmanaged>D3DX10_FONT_PRECISION OutputPrecision</unmanaged>	
            <unmanaged-short>D3DX10_FONT_PRECISION OutputPrecision</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.FontDescription.Quality">
            <summary>	
            <dd> <p>Output quality.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_FONT_DESCW::Quality']/*"/>	
            <msdn-id>bb172693</msdn-id>	
            <unmanaged>D3DX10_FONT_QUALITY Quality</unmanaged>	
            <unmanaged-short>D3DX10_FONT_QUALITY Quality</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.FontDescription.PitchAndFamily">
            <summary>	
            <dd> <p>Pitch and family of the font.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_FONT_DESCW::PitchAndFamily']/*"/>	
            <msdn-id>bb172693</msdn-id>	
            <unmanaged>D3DX10_FONT_PITCHFAMILY PitchAndFamily</unmanaged>	
            <unmanaged-short>D3DX10_FONT_PITCHFAMILY PitchAndFamily</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.FontDescription.FaceName">
            <summary>	
            <dd> <p>A <c>null</c>-terminated string that specifies the typeface name of the font. The length of the string must not exceed 32 characters, including the terminating <strong><c>null</c></strong> character. If FaceName is an empty string, the first font that matches the other specified attributes will be used. If the compiler settings require Unicode, the data type TCHAR resolves to WCHAR; otherwise, the data type resolves to CHAR. See Remarks.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_FONT_DESCW::FaceName']/*"/>	
            <msdn-id>bb172693</msdn-id>	
            <unmanaged>wchar_t FaceName[32]</unmanaged>	
            <unmanaged-short>wchar_t FaceName</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.ImageInformation">
            <summary>	
            <p>Returns a description of the original contents of an image file.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_IMAGE_INFO']/*"/>	
            <msdn-id>bb172695</msdn-id>	
            <unmanaged>D3DX10_IMAGE_INFO</unmanaged>	
            <unmanaged-short>D3DX10_IMAGE_INFO</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ImageInformation.Width">
            <summary>	
            <dd> <p>Width of original image in pixels.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_IMAGE_INFO::Width']/*"/>	
            <msdn-id>bb172695</msdn-id>	
            <unmanaged>unsigned int Width</unmanaged>	
            <unmanaged-short>unsigned int Width</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ImageInformation.Height">
            <summary>	
            <dd> <p>Height of original image in pixels.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_IMAGE_INFO::Height']/*"/>	
            <msdn-id>bb172695</msdn-id>	
            <unmanaged>unsigned int Height</unmanaged>	
            <unmanaged-short>unsigned int Height</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ImageInformation.Depth">
            <summary>	
            <dd> <p>Depth of original image in pixels.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_IMAGE_INFO::Depth']/*"/>	
            <msdn-id>bb172695</msdn-id>	
            <unmanaged>unsigned int Depth</unmanaged>	
            <unmanaged-short>unsigned int Depth</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ImageInformation.ArraySize">
            <summary>	
            <dd> <p>Size of the texture array. <em>ArraySize</em> will be 1 for a single image.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_IMAGE_INFO::ArraySize']/*"/>	
            <msdn-id>bb172695</msdn-id>	
            <unmanaged>unsigned int ArraySize</unmanaged>	
            <unmanaged-short>unsigned int ArraySize</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ImageInformation.MipLevels">
            <summary>	
            <dd> <p>Number of mipmap levels in original image.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_IMAGE_INFO::MipLevels']/*"/>	
            <msdn-id>bb172695</msdn-id>	
            <unmanaged>unsigned int MipLevels</unmanaged>	
            <unmanaged-short>unsigned int MipLevels</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ImageInformation.OptionFlags">
            <summary>	
            <dd> <p>Miscellaneous resource properties (see <strong><see cref="T:SharpDX.Direct3D10.ResourceOptionFlags"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_IMAGE_INFO::MiscFlags']/*"/>	
            <msdn-id>bb172695</msdn-id>	
            <unmanaged>D3D10_RESOURCE_MISC_FLAG MiscFlags</unmanaged>	
            <unmanaged-short>D3D10_RESOURCE_MISC_FLAG MiscFlags</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ImageInformation.Format">
            <summary>	
            <dd> <p>A value from the <strong><see cref="T:SharpDX.DXGI.Format"/></strong> enumerated type that most closely describes the data in the original image.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_IMAGE_INFO::Format']/*"/>	
            <msdn-id>bb172695</msdn-id>	
            <unmanaged>DXGI_FORMAT Format</unmanaged>	
            <unmanaged-short>DXGI_FORMAT Format</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ImageInformation.ResourceDimension">
            <summary>	
            <dd> <p>Represents the type of the texture stored in the file. See <strong><see cref="T:SharpDX.Direct3D10.ResourceDimension"/></strong>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_IMAGE_INFO::ResourceDimension']/*"/>	
            <msdn-id>bb172695</msdn-id>	
            <unmanaged>D3D10_RESOURCE_DIMENSION ResourceDimension</unmanaged>	
            <unmanaged-short>D3D10_RESOURCE_DIMENSION ResourceDimension</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ImageInformation.ImageFileFormat">
            <summary>	
            <dd> <p>Represents the format of the image file.  See <strong><see cref="T:SharpDX.Direct3D10.ImageFileFormat"/></strong>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_IMAGE_INFO::ImageFileFormat']/*"/>	
            <msdn-id>bb172695</msdn-id>	
            <unmanaged>D3DX10_IMAGE_FILE_FORMAT ImageFileFormat</unmanaged>	
            <unmanaged-short>D3DX10_IMAGE_FILE_FORMAT ImageFileFormat</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.ImageInformation.FromFile(System.String)">
            <summary>	
            Retrieves information about a given image file.	
            </summary>	
            <param name="fileName">File name of image to retrieve information about.</param>
            <returns>If the function succeeds, returns a <see cref="T:SharpDX.Direct3D10.ImageInformation"/> filled with the description of the data in the source file. else returns null </returns>
            <unmanaged>HRESULT D3DX11GetImageInfoFromFileW([None] const wchar_t* pSrcFile,[None] ID3DX11ThreadPump* pPump,[None] D3DX11_IMAGE_INFO* pSrcInfo,[None] HRESULT* pHResult)</unmanaged>
        </member>
        <member name="M:SharpDX.Direct3D10.ImageInformation.FromMemory(System.Byte[])">
            <summary>	
            Retrieves information about a given image file from a memory location.
            </summary>	
            <param name="memory">an array to the image in memory</param>
            <returns>If the function succeeds, returns a <see cref="T:SharpDX.Direct3D10.ImageInformation"/> filled with the description of the data from the image memory. else returns null </returns>
            <unmanaged>HRESULT D3DX11GetImageInfoFromFileW([None] const wchar_t* pSrcFile,[None] ID3DX11ThreadPump* pPump,[None] D3DX11_IMAGE_INFO* pSrcInfo,[None] HRESULT* pHResult)</unmanaged>
        </member>
        <member name="T:SharpDX.Direct3D10.ImageLoadInformation">
            <summary>	
            <p>Optionally provide information to texture loader APIs to control how textures get loaded. A value of D3DX10_DEFAULT for any of these parameters will cause D3DX to automatically use the value from the source file.</p>	
            </summary>	
            <remarks>	
            <p>When initializing the structure, you may set any member to D3DX10_DEFAULT and D3DX will initialize it with a default value from the source texture when the texture is loaded.</p><p>This structure can be used by APIs that:</p><ul> <li>Create resources, such as <strong><see cref="M:SharpDX.Direct3D10.D3DX10.CreateTextureFromFile(SharpDX.Direct3D10.Device,System.String,System.Nullable{SharpDX.Direct3D10.ImageLoadInformation},System.IntPtr,System.IntPtr@,SharpDX.Result@)"/></strong> and <strong><see cref="M:SharpDX.Direct3D10.D3DX10.CreateShaderResourceViewFromFile(SharpDX.Direct3D10.Device,System.String,System.Nullable{SharpDX.Direct3D10.ImageLoadInformation},System.IntPtr,SharpDX.Direct3D10.ShaderResourceView@,SharpDX.Result@)"/></strong>.</li> <li>Create data processors, such as <strong>D3DX10CreateAsyncTextureInfoProcessor</strong> or	
            <strong>D3DX10CreateAsyncShaderResourceViewProcessor</strong>.</li> </ul>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_IMAGE_LOAD_INFO']/*"/>	
            <msdn-id>bb172696</msdn-id>	
            <unmanaged>D3DX10_IMAGE_LOAD_INFO</unmanaged>	
            <unmanaged-short>D3DX10_IMAGE_LOAD_INFO</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ImageLoadInformation.FileDefaultValue">
            <summary>
            The default value for load options.
            </summary>
        </member>
        <member name="F:SharpDX.Direct3D10.ImageLoadInformation.Width">
            <summary>	
            <dd> <p>The target width of the texture. If the actual width of the texture is larger or smaller than this value then the texture will be scaled up or down to fit this target width.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_IMAGE_LOAD_INFO::Width']/*"/>	
            <msdn-id>bb172696</msdn-id>	
            <unmanaged>unsigned int Width</unmanaged>	
            <unmanaged-short>unsigned int Width</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ImageLoadInformation.Height">
            <summary>	
            <dd> <p>The target height of the texture. If the actual height of the texture is larger or smaller than this value then the texture will be scaled up or down to fit this target height.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_IMAGE_LOAD_INFO::Height']/*"/>	
            <msdn-id>bb172696</msdn-id>	
            <unmanaged>unsigned int Height</unmanaged>	
            <unmanaged-short>unsigned int Height</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ImageLoadInformation.Depth">
            <summary>	
            <dd> <p>The depth of the texture. This only applies to volume textures.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_IMAGE_LOAD_INFO::Depth']/*"/>	
            <msdn-id>bb172696</msdn-id>	
            <unmanaged>unsigned int Depth</unmanaged>	
            <unmanaged-short>unsigned int Depth</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ImageLoadInformation.FirstMipLevel">
            <summary>	
            <dd> <p>The highest resolution mipmap level of the texture. If this is greater than 0, then after the texture is loaded FirstMipLevel will be mapped to mipmap level 0.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_IMAGE_LOAD_INFO::FirstMipLevel']/*"/>	
            <msdn-id>bb172696</msdn-id>	
            <unmanaged>unsigned int FirstMipLevel</unmanaged>	
            <unmanaged-short>unsigned int FirstMipLevel</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ImageLoadInformation.MipLevels">
            <summary>	
            <dd> <p>The maximum number of mipmap levels that the texture will have. Using 0 or D3DX10_DEFAULT will cause a full mipmap chain to be created.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_IMAGE_LOAD_INFO::MipLevels']/*"/>	
            <msdn-id>bb172696</msdn-id>	
            <unmanaged>unsigned int MipLevels</unmanaged>	
            <unmanaged-short>unsigned int MipLevels</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ImageLoadInformation.Usage">
            <summary>	
            <dd> <p>The way the texture resource is intended to be used. See <strong><see cref="T:SharpDX.Direct3D10.ResourceUsage"/></strong>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_IMAGE_LOAD_INFO::Usage']/*"/>	
            <msdn-id>bb172696</msdn-id>	
            <unmanaged>D3D10_USAGE Usage</unmanaged>	
            <unmanaged-short>D3D10_USAGE Usage</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ImageLoadInformation.BindFlags">
            <summary>	
            <dd> <p>The pipeline stages that the texture will be allowed to bind to. See <strong><see cref="T:SharpDX.Direct3D10.BindFlags"/></strong>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_IMAGE_LOAD_INFO::BindFlags']/*"/>	
            <msdn-id>bb172696</msdn-id>	
            <unmanaged>D3D10_BIND_FLAG BindFlags</unmanaged>	
            <unmanaged-short>D3D10_BIND_FLAG BindFlags</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ImageLoadInformation.CpuAccessFlags">
            <summary>	
            <dd> <p>The access permissions the cpu will have for the texture resource. See <strong><see cref="T:SharpDX.Direct3D10.CpuAccessFlags"/></strong>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_IMAGE_LOAD_INFO::CpuAccessFlags']/*"/>	
            <msdn-id>bb172696</msdn-id>	
            <unmanaged>D3D10_CPU_ACCESS_FLAG CpuAccessFlags</unmanaged>	
            <unmanaged-short>D3D10_CPU_ACCESS_FLAG CpuAccessFlags</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ImageLoadInformation.OptionFlags">
            <summary>	
            <dd> <p>Miscellaneous resource properties (see <strong><see cref="T:SharpDX.Direct3D10.ResourceOptionFlags"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_IMAGE_LOAD_INFO::MiscFlags']/*"/>	
            <msdn-id>bb172696</msdn-id>	
            <unmanaged>D3D10_RESOURCE_MISC_FLAG MiscFlags</unmanaged>	
            <unmanaged-short>D3D10_RESOURCE_MISC_FLAG MiscFlags</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ImageLoadInformation.Format">
            <summary>	
            <dd> <p>The format the texture will be in after it is loaded. See <strong><see cref="T:SharpDX.DXGI.Format"/></strong>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_IMAGE_LOAD_INFO::Format']/*"/>	
            <msdn-id>bb172696</msdn-id>	
            <unmanaged>DXGI_FORMAT Format</unmanaged>	
            <unmanaged-short>DXGI_FORMAT Format</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ImageLoadInformation.Filter">
            <summary>	
            <dd> <p>Filter the texture using the specified filter (only when resampling). See <strong><see cref="T:SharpDX.Direct3D10.FilterFlags"/></strong>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_IMAGE_LOAD_INFO::Filter']/*"/>	
            <msdn-id>bb172696</msdn-id>	
            <unmanaged>D3DX10_FILTER_FLAG Filter</unmanaged>	
            <unmanaged-short>D3DX10_FILTER_FLAG Filter</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ImageLoadInformation.MipFilter">
            <summary>	
            <dd> <p>Filter the texture mip levels using the specified filter (only if generating mipmaps). Valid values are <see cref="F:SharpDX.Direct3D10.FilterFlags.None"/>, <see cref="F:SharpDX.Direct3D10.FilterFlags.Point"/>, <see cref="F:SharpDX.Direct3D10.FilterFlags.Linear"/>, or <see cref="F:SharpDX.Direct3D10.FilterFlags.Triangle"/>. See <strong><see cref="T:SharpDX.Direct3D10.FilterFlags"/></strong>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_IMAGE_LOAD_INFO::MipFilter']/*"/>	
            <msdn-id>bb172696</msdn-id>	
            <unmanaged>D3DX10_FILTER_FLAG MipFilter</unmanaged>	
            <unmanaged-short>D3DX10_FILTER_FLAG MipFilter</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ImageLoadInformation.PSrcInfo">
            <summary>	
            <dd> <p>Information about the original image. See <strong><see cref="T:SharpDX.Direct3D10.ImageInformation"/></strong>. Can be obtained with <strong><see cref="M:SharpDX.Direct3D10.D3DX10.GetImageInfoFromFile(System.String,System.IntPtr,SharpDX.Direct3D10.ImageInformation@,SharpDX.Result@)"/></strong>, <strong><see cref="M:SharpDX.Direct3D10.D3DX10.GetImageInfoFromMemory(System.IntPtr,SharpDX.PointerSize,System.IntPtr,SharpDX.Direct3D10.ImageInformation@,SharpDX.Result@)"/></strong>, or <strong><see cref="M:SharpDX.Direct3D10.D3DX10.GetImageInfoFromResource(System.IntPtr,System.String,System.IntPtr,SharpDX.Direct3D10.ImageInformation@,SharpDX.Result@)"/></strong>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_IMAGE_LOAD_INFO::pSrcInfo']/*"/>	
            <msdn-id>bb172696</msdn-id>	
            <unmanaged>D3DX10_IMAGE_INFO* pSrcInfo</unmanaged>	
            <unmanaged-short>D3DX10_IMAGE_INFO pSrcInfo</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ImageLoadInformation.Default">
            <summary>
            Gets an ImageLoadInformation that is setup with all default values (<see cref="F:SharpDX.Direct3D10.ImageLoadInformation.FileDefaultValue"/>).
            </summary>
        </member>
        <member name="T:SharpDX.Direct3D10.InfoQueueFilter">
            <summary>	
            <p>Debug message filter; contains a lists of message types to allow or deny.</p>	
            </summary>	
            <remarks>	
            <p>For use with an <strong><see cref="T:SharpDX.Direct3D10.InfoQueue"/> Interface</strong>.</p><p>Providing an allow list with non-zero values causes only the specified combination of categories, severities and message IDs to be allowed.   Messages that do not match the specified combination will be rejected.</p><p>Providing a deny list with non-zero values causes the specified combination of categories, severities and message IDs to be rejected. Messages that do not match the specified combination will be allowed.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_INFO_QUEUE_FILTER']/*"/>	
            <msdn-id>bb205313</msdn-id>	
            <unmanaged>D3D10_INFO_QUEUE_FILTER</unmanaged>	
            <unmanaged-short>D3D10_INFO_QUEUE_FILTER</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.InfoQueueFilter.AllowList">
            <summary>	
            <dd> <p>A <strong><see cref="T:SharpDX.Direct3D10.InfoQueueFilterDescription"/></strong> structure describing the types of messages the info queue should allow.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_INFO_QUEUE_FILTER::AllowList']/*"/>	
            <msdn-id>bb205313</msdn-id>	
            <unmanaged>D3D10_INFO_QUEUE_FILTER_DESC AllowList</unmanaged>	
            <unmanaged-short>D3D10_INFO_QUEUE_FILTER_DESC AllowList</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.InfoQueueFilter.DenyList">
            <summary>	
            <dd> <p>A <strong><see cref="T:SharpDX.Direct3D10.InfoQueueFilterDescription"/></strong> structure describing the types of messages the info queue should reject.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_INFO_QUEUE_FILTER::DenyList']/*"/>	
            <msdn-id>bb205313</msdn-id>	
            <unmanaged>D3D10_INFO_QUEUE_FILTER_DESC DenyList</unmanaged>	
            <unmanaged-short>D3D10_INFO_QUEUE_FILTER_DESC DenyList</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.InfoQueueFilterDescription">
            <summary>	
            <p>Allow or deny certain types of messages to pass through a filter.</p>	
            </summary>	
            <remarks>	
            <p><strong><see cref="T:SharpDX.Direct3D10.InfoQueueFilterDescription"/></strong> is used to define the allow list and deny list in the <strong><see cref="T:SharpDX.Direct3D10.InfoQueueFilter"/></strong> structure.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_INFO_QUEUE_FILTER_DESC']/*"/>	
            <msdn-id>bb205314</msdn-id>	
            <unmanaged>D3D10_INFO_QUEUE_FILTER_DESC</unmanaged>	
            <unmanaged-short>D3D10_INFO_QUEUE_FILTER_DESC</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.InfoQueueFilterDescription.CategorieCount">
            <summary>	
            <dd> <p>Number of message categories to allow or deny.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_INFO_QUEUE_FILTER_DESC::NumCategories']/*"/>	
            <msdn-id>bb205314</msdn-id>	
            <unmanaged>unsigned int NumCategories</unmanaged>	
            <unmanaged-short>unsigned int NumCategories</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.InfoQueueFilterDescription.PCategoryList">
            <summary>	
            <dd> <p>Array of message categories to allow or deny. Array must have at least NumCategories members (see <strong><see cref="T:SharpDX.Direct3D10.MessageCategory"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_INFO_QUEUE_FILTER_DESC::pCategoryList']/*"/>	
            <msdn-id>bb205314</msdn-id>	
            <unmanaged>D3D10_MESSAGE_CATEGORY* pCategoryList</unmanaged>	
            <unmanaged-short>D3D10_MESSAGE_CATEGORY pCategoryList</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.InfoQueueFilterDescription.SeveritieCount">
            <summary>	
            <dd> <p>Number of message severity levels to allow or deny.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_INFO_QUEUE_FILTER_DESC::NumSeverities']/*"/>	
            <msdn-id>bb205314</msdn-id>	
            <unmanaged>unsigned int NumSeverities</unmanaged>	
            <unmanaged-short>unsigned int NumSeverities</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.InfoQueueFilterDescription.PSeverityList">
            <summary>	
            <dd> <p>Array of message severity levels to allow or deny. Array must have at least NumSeverities members (see <strong><see cref="T:SharpDX.Direct3D10.MessageSeverity"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_INFO_QUEUE_FILTER_DESC::pSeverityList']/*"/>	
            <msdn-id>bb205314</msdn-id>	
            <unmanaged>D3D10_MESSAGE_SEVERITY* pSeverityList</unmanaged>	
            <unmanaged-short>D3D10_MESSAGE_SEVERITY pSeverityList</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.InfoQueueFilterDescription.IDCount">
            <summary>	
            <dd> <p>Number of message IDs to allow or deny.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_INFO_QUEUE_FILTER_DESC::NumIDs']/*"/>	
            <msdn-id>bb205314</msdn-id>	
            <unmanaged>unsigned int NumIDs</unmanaged>	
            <unmanaged-short>unsigned int NumIDs</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.InfoQueueFilterDescription.PIDList">
            <summary>	
            <dd> <p>Array of message IDs to allow or deny. Array must have at least NumIDs members (see <strong><see cref="T:SharpDX.Direct3D10.MessageId"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_INFO_QUEUE_FILTER_DESC::pIDList']/*"/>	
            <msdn-id>bb205314</msdn-id>	
            <unmanaged>D3D10_MESSAGE_ID* pIDList</unmanaged>	
            <unmanaged-short>D3D10_MESSAGE_ID pIDList</unmanaged-short>	
        </member>
        <member name="P:SharpDX.Direct3D10.InfoQueueFilterDescription.Categories">
            <summary>
            Gets or sets the categories.
            </summary>
            <value>
            The categories.
            </value>
        </member>
        <member name="P:SharpDX.Direct3D10.InfoQueueFilterDescription.Severities">
            <summary>
            Gets or sets the severities.
            </summary>
            <value>
            The severities.
            </value>
        </member>
        <member name="P:SharpDX.Direct3D10.InfoQueueFilterDescription.Ids">
            <summary>
            Gets or sets the ids.
            </summary>
            <value>
            The ids.
            </value>
        </member>
        <member name="T:SharpDX.Direct3D10.InputElement">
            <summary>	
            <p>A description of a single element for the input-assembler stage.</p>	
            </summary>	
            <remarks>	
            <p>An input-layout object contains an array of structures, each structure defines one element being read from an input slot. Create an input-layout object by calling <strong><see cref="M:SharpDX.Direct3D10.Device.CreateInputLayout(SharpDX.Direct3D10.InputElement[],System.Int32,System.IntPtr,SharpDX.PointerSize,SharpDX.Direct3D10.InputLayout)"/></strong>. For an example, see Create an input-layout object.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_INPUT_ELEMENT_DESC']/*"/>	
            <msdn-id>bb205316</msdn-id>	
            <unmanaged>D3D10_INPUT_ELEMENT_DESC</unmanaged>	
            <unmanaged-short>D3D10_INPUT_ELEMENT_DESC</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.InputElement.SemanticName">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_INPUT_ELEMENT_DESC::SemanticName']/*"/>	
            <unmanaged>const char* SemanticName</unmanaged>	
            <unmanaged-short>char SemanticName</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.InputElement.SemanticIndex">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_INPUT_ELEMENT_DESC::SemanticIndex']/*"/>	
            <unmanaged>unsigned int SemanticIndex</unmanaged>	
            <unmanaged-short>unsigned int SemanticIndex</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.InputElement.Format">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_INPUT_ELEMENT_DESC::Format']/*"/>	
            <unmanaged>DXGI_FORMAT Format</unmanaged>	
            <unmanaged-short>DXGI_FORMAT Format</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.InputElement.Slot">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_INPUT_ELEMENT_DESC::InputSlot']/*"/>	
            <unmanaged>unsigned int InputSlot</unmanaged>	
            <unmanaged-short>unsigned int InputSlot</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.InputElement.AlignedByteOffset">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_INPUT_ELEMENT_DESC::AlignedByteOffset']/*"/>	
            <unmanaged>unsigned int AlignedByteOffset</unmanaged>	
            <unmanaged-short>unsigned int AlignedByteOffset</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.InputElement.Classification">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_INPUT_ELEMENT_DESC::InputSlotClass']/*"/>	
            <unmanaged>D3D10_INPUT_CLASSIFICATION InputSlotClass</unmanaged>	
            <unmanaged-short>D3D10_INPUT_CLASSIFICATION InputSlotClass</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.InputElement.InstanceDataStepRate">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_INPUT_ELEMENT_DESC::InstanceDataStepRate']/*"/>	
            <unmanaged>unsigned int InstanceDataStepRate</unmanaged>	
            <unmanaged-short>unsigned int InstanceDataStepRate</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.InputElement.#ctor(System.String,System.Int32,SharpDX.DXGI.Format,System.Int32,System.Int32,SharpDX.Direct3D10.InputClassification,System.Int32)">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D10.InputElement" /> struct.
            </summary>
            <param name = "name">The HLSL semantic associated with this element in a shader input-signature.</param>
            <param name = "index">The semantic index for the element. A semantic index modifies a semantic, with an integer index number. A semantic index is only needed in a case where there is more than one element with the same semantic. For example, a 4x4 matrix would have four components each with the semantic name matrix, however each of the four component would have different semantic indices (0, 1, 2, and 3).</param>
            <param name = "format">The data type of the element data.</param>
            <param name = "offset">Offset (in bytes) between each element. Use AppendAligned for convenience to define the current element directly after the previous one, including any packing if necessary.</param>
            <param name = "slot">An integer value that identifies the input-assembler. Valid values are between 0 and 15.</param>
            <param name = "slotClass">Identifies the input data class for a single input slot.</param>
            <param name = "stepRate">The number of instances to draw using the same per-instance data before advancing in the buffer by one element. This value must be 0 for an element that contains per-vertex data.</param>
        </member>
        <member name="M:SharpDX.Direct3D10.InputElement.#ctor(System.String,System.Int32,SharpDX.DXGI.Format,System.Int32,System.Int32)">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D10.InputElement" /> struct.
            </summary>
            <param name = "name">The HLSL semantic associated with this element in a shader input-signature.</param>
            <param name = "index">The semantic index for the element. A semantic index modifies a semantic, with an integer index number. A semantic index is only needed in a case where there is more than one element with the same semantic. For example, a 4x4 matrix would have four components each with the semantic name matrix, however each of the four component would have different semantic indices (0, 1, 2, and 3).</param>
            <param name = "format">The data type of the element data.</param>
            <param name = "offset">Offset (in bytes) between each element. Use AppendAligned for convenience to define the current element directly after the previous one, including any packing if necessary.</param>
            <param name = "slot">An integer value that identifies the input-assembler. Valid values are between 0 and 15.</param>
        </member>
        <member name="M:SharpDX.Direct3D10.InputElement.#ctor(System.String,System.Int32,SharpDX.DXGI.Format,System.Int32)">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D10.InputElement" /> struct.
            </summary>
            <param name = "name">The HLSL semantic associated with this element in a shader input-signature.</param>
            <param name = "index">The semantic index for the element. A semantic index modifies a semantic, with an integer index number. A semantic index is only needed in a case where there is more than one element with the same semantic. For example, a 4x4 matrix would have four components each with the semantic name matrix, however each of the four component would have different semantic indices (0, 1, 2, and 3).</param>
            <param name = "format">The data type of the element data.</param>
            <param name = "slot">An integer value that identifies the input-assembler. Valid values are between 0 and 15.</param>
        </member>
        <member name="M:SharpDX.Direct3D10.InputElement.Equals(SharpDX.Direct3D10.InputElement)">
            <summary>
            Determines whether the specified <see cref="T:SharpDX.Direct3D10.InputElement"/> is equal to this instance.
            </summary>
            <param name="obj">The <see cref="T:SharpDX.Direct3D10.InputElement"/> to compare with this instance.</param>
            <returns>
              <c>true</c> if the specified <see cref="T:SharpDX.Direct3D10.InputElement"/> is equal to this instance; otherwise, <c>false</c>.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D10.InputElement.Equals(System.Object)">
            <inheritdoc/>
        </member>
        <member name="M:SharpDX.Direct3D10.InputElement.GetHashCode">
            <inheritdoc/>
        </member>
        <member name="M:SharpDX.Direct3D10.InputElement.op_Equality(SharpDX.Direct3D10.InputElement,SharpDX.Direct3D10.InputElement)">
            <summary>
            Implements the operator ==.
            </summary>
            <param name="left">The left.</param>
            <param name="right">The right.</param>
            <returns>
            The result of the operator.
            </returns>
        </member>
        <member name="M:SharpDX.Direct3D10.InputElement.op_Inequality(SharpDX.Direct3D10.InputElement,SharpDX.Direct3D10.InputElement)">
            <summary>
            Implements the operator !=.
            </summary>
            <param name="left">The left.</param>
            <param name="right">The right.</param>
            <returns>
            The result of the operator.
            </returns>
        </member>
        <member name="P:SharpDX.Direct3D10.InputElement.AppendAligned">
            <summary>
              Returns a value that can be used for the offset parameter of an InputElement to indicate that the element
              should be aligned directly after the previous element, including any packing if neccessary.
            </summary>
            <returns>A value used to align input elements.</returns>
            <unmanaged>D3D10_APPEND_ALIGNED_ELEMENT</unmanaged>
        </member>
        <member name="T:SharpDX.Direct3D10.MeshAttributeRange">
            <summary>	
            <p>Stores an attribute table entry.</p>	
            </summary>	
            <remarks>	
            <p>An attribute table is used to identify areas of the mesh that need to be drawn with different textures, render states, materials, and so on. In addition, the application can use the attribute table to hide portions of a mesh by not drawing a given attribute identifier (AttribId) when drawing the frame.</p><p>The LPD3DX_ATTRIBUTE_RANGE type is defined as a reference to the D3DX_ATTRIBUTE_RANGE structure. </p><pre><code> typedef D3DX_ATTRIBUTE_RANGE* LPD3DX_ATTRIBUTE_RANGE;	
            </code></pre>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_ATTRIBUTE_RANGE']/*"/>	
            <msdn-id>bb172688</msdn-id>	
            <unmanaged>D3DX10_ATTRIBUTE_RANGE</unmanaged>	
            <unmanaged-short>D3DX10_ATTRIBUTE_RANGE</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MeshAttributeRange.Id">
            <summary>	
            <dd> <p>Attribute table identifier.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_ATTRIBUTE_RANGE::AttribId']/*"/>	
            <msdn-id>bb172688</msdn-id>	
            <unmanaged>unsigned int AttribId</unmanaged>	
            <unmanaged-short>unsigned int AttribId</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MeshAttributeRange.FaceStart">
            <summary>	
            <dd> <p>Starting face.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_ATTRIBUTE_RANGE::FaceStart']/*"/>	
            <msdn-id>bb172688</msdn-id>	
            <unmanaged>unsigned int FaceStart</unmanaged>	
            <unmanaged-short>unsigned int FaceStart</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MeshAttributeRange.FaceCount">
            <summary>	
            <dd> <p>Face count.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_ATTRIBUTE_RANGE::FaceCount']/*"/>	
            <msdn-id>bb172688</msdn-id>	
            <unmanaged>unsigned int FaceCount</unmanaged>	
            <unmanaged-short>unsigned int FaceCount</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MeshAttributeRange.VertexStart">
            <summary>	
            <dd> <p>Starting vertex.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_ATTRIBUTE_RANGE::VertexStart']/*"/>	
            <msdn-id>bb172688</msdn-id>	
            <unmanaged>unsigned int VertexStart</unmanaged>	
            <unmanaged-short>unsigned int VertexStart</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MeshAttributeRange.VertexCount">
            <summary>	
            <dd> <p>Vertex count.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_ATTRIBUTE_RANGE::VertexCount']/*"/>	
            <msdn-id>bb172688</msdn-id>	
            <unmanaged>unsigned int VertexCount</unmanaged>	
            <unmanaged-short>unsigned int VertexCount</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.MeshAttributeWeights">
            <summary>	
            <p>Specifies mesh weight attributes.</p>	
            </summary>	
            <remarks>	
            <p>This structure describes how a simplification operation will consider vertex data when calculating relative costs between collapsing edges. For example, if the Normal field is 0.0, the simplification operation will ignore the vertex normal component when calculating the error for the collapse. However, if the Normal field is 1.0, the simplification operation will use the vertex normal component. If the Normal field is 2.0, double the amount of errors; if the Normal field is 4.0, then quadruple the number of errors, and so on.</p><p>The LPD3DX_ATTRIBUTE_WEIGHTS type is defined as a reference to the D3DX_ATTRIBUTE_WEIGHTS structure.</p><pre><code> typedef D3DX_ATTRIBUTE_WEIGHTS* LPD3DX_ATTRIBUTE_WEIGHTS;	
            </code></pre>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_ATTRIBUTE_WEIGHTS']/*"/>	
            <msdn-id>bb172689</msdn-id>	
            <unmanaged>D3DX10_ATTRIBUTE_WEIGHTS</unmanaged>	
            <unmanaged-short>D3DX10_ATTRIBUTE_WEIGHTS</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MeshAttributeWeights.Position">
            <summary>	
            <dd> <p>Position.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_ATTRIBUTE_WEIGHTS::Position']/*"/>	
            <msdn-id>bb172689</msdn-id>	
            <unmanaged>float Position</unmanaged>	
            <unmanaged-short>float Position</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MeshAttributeWeights.Boundary">
            <summary>	
            <dd> <p>Blend weight.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_ATTRIBUTE_WEIGHTS::Boundary']/*"/>	
            <msdn-id>bb172689</msdn-id>	
            <unmanaged>float Boundary</unmanaged>	
            <unmanaged-short>float Boundary</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MeshAttributeWeights.Normal">
            <summary>	
            <dd> <p>Normal.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_ATTRIBUTE_WEIGHTS::Normal']/*"/>	
            <msdn-id>bb172689</msdn-id>	
            <unmanaged>float Normal</unmanaged>	
            <unmanaged-short>float Normal</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MeshAttributeWeights.Diffuse">
            <summary>	
            <dd> <p>Diffuse lighting value.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_ATTRIBUTE_WEIGHTS::Diffuse']/*"/>	
            <msdn-id>bb172689</msdn-id>	
            <unmanaged>float Diffuse</unmanaged>	
            <unmanaged-short>float Diffuse</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MeshAttributeWeights.Specular">
            <summary>	
            <dd> <p>Specular lighting value.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_ATTRIBUTE_WEIGHTS::Specular']/*"/>	
            <msdn-id>bb172689</msdn-id>	
            <unmanaged>float Specular</unmanaged>	
            <unmanaged-short>float Specular</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MeshAttributeWeights.Tangent">
            <summary>	
            <dd> <p>Tangent.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_ATTRIBUTE_WEIGHTS::Tangent']/*"/>	
            <msdn-id>bb172689</msdn-id>	
            <unmanaged>float Tangent</unmanaged>	
            <unmanaged-short>float Tangent</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.MeshAttributeWeights.Binormal">
            <summary>	
            <dd> <p>Binormal.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_ATTRIBUTE_WEIGHTS::Binormal']/*"/>	
            <msdn-id>bb172689</msdn-id>	
            <unmanaged>float Binormal</unmanaged>	
            <unmanaged-short>float Binormal</unmanaged-short>	
        </member>
        <member name="P:SharpDX.Direct3D10.MeshAttributeWeights.Texcoord">
            <summary>	
            <dd> <p>Eight texture coordinates.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_ATTRIBUTE_WEIGHTS::Texcoord']/*"/>	
            <msdn-id>bb172689</msdn-id>	
            <unmanaged>float Texcoord[8]</unmanaged>	
            <unmanaged-short>float Texcoord</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.Message">
            <summary>	
            <p>Categories of debug messages. This will identify the category of a message when retrieving a message with <strong><see cref="M:SharpDX.Direct3D10.InfoQueue.GetMessage(System.Int64,System.IntPtr,SharpDX.PointerSize@)"/></strong> and when adding a message with <strong><see cref="M:SharpDX.Direct3D10.InfoQueue.AddMessage(SharpDX.Direct3D10.MessageCategory,SharpDX.Direct3D10.MessageSeverity,SharpDX.Direct3D10.MessageId,System.String)"/></strong>. When creating an <strong>info queue filter</strong>, these values can be used to allow or deny any categories of messages to pass through the storage and retrieval filters.</p>	
            </summary>	
            <remarks>	
            <p>This is part of the Information Queue feature. See <strong><see cref="T:SharpDX.Direct3D10.InfoQueue"/> Interface</strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_MESSAGE']/*"/>	
            <msdn-id>bb205323</msdn-id>	
            <unmanaged>D3D10_MESSAGE</unmanaged>	
            <unmanaged-short>D3D10_MESSAGE</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Message.Category">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_MESSAGE::Category']/*"/>	
            <unmanaged>D3D10_MESSAGE_CATEGORY Category</unmanaged>	
            <unmanaged-short>D3D10_MESSAGE_CATEGORY Category</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Message.Severity">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_MESSAGE::Severity']/*"/>	
            <unmanaged>D3D10_MESSAGE_SEVERITY Severity</unmanaged>	
            <unmanaged-short>D3D10_MESSAGE_SEVERITY Severity</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Message.Id">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_MESSAGE::ID']/*"/>	
            <unmanaged>D3D10_MESSAGE_ID ID</unmanaged>	
            <unmanaged-short>D3D10_MESSAGE_ID ID</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Message.Description">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_MESSAGE::pDescription']/*"/>	
            <unmanaged>const char* pDescription</unmanaged>	
            <unmanaged-short>char pDescription</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Message.DescriptionByteLength">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_MESSAGE::DescriptionByteLength']/*"/>	
            <unmanaged>SIZE_T DescriptionByteLength</unmanaged>	
            <unmanaged-short>SIZE_T DescriptionByteLength</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.QueryDataPipelineStatistics">
            <summary>	
            <p>Query information about graphics-pipeline activity in between calls to <strong><see cref="M:SharpDX.Direct3D10.Asynchronous.Begin"/></strong> and <strong><see cref="M:SharpDX.Direct3D10.Asynchronous.End"/></strong>.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_QUERY_DATA_PIPELINE_STATISTICS']/*"/>	
            <msdn-id>bb172402</msdn-id>	
            <unmanaged>D3D10_QUERY_DATA_PIPELINE_STATISTICS</unmanaged>	
            <unmanaged-short>D3D10_QUERY_DATA_PIPELINE_STATISTICS</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.QueryDataPipelineStatistics.IAVerticeCount">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_QUERY_DATA_PIPELINE_STATISTICS::IAVertices']/*"/>	
            <unmanaged>unsigned longlong IAVertices</unmanaged>	
            <unmanaged-short>unsigned longlong IAVertices</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.QueryDataPipelineStatistics.IAPrimitiveCount">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_QUERY_DATA_PIPELINE_STATISTICS::IAPrimitives']/*"/>	
            <unmanaged>unsigned longlong IAPrimitives</unmanaged>	
            <unmanaged-short>unsigned longlong IAPrimitives</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.QueryDataPipelineStatistics.VSInvocationCount">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_QUERY_DATA_PIPELINE_STATISTICS::VSInvocations']/*"/>	
            <unmanaged>unsigned longlong VSInvocations</unmanaged>	
            <unmanaged-short>unsigned longlong VSInvocations</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.QueryDataPipelineStatistics.GSInvocationCount">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_QUERY_DATA_PIPELINE_STATISTICS::GSInvocations']/*"/>	
            <unmanaged>unsigned longlong GSInvocations</unmanaged>	
            <unmanaged-short>unsigned longlong GSInvocations</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.QueryDataPipelineStatistics.GSPrimitiveCount">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_QUERY_DATA_PIPELINE_STATISTICS::GSPrimitives']/*"/>	
            <unmanaged>unsigned longlong GSPrimitives</unmanaged>	
            <unmanaged-short>unsigned longlong GSPrimitives</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.QueryDataPipelineStatistics.CInvocationCount">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_QUERY_DATA_PIPELINE_STATISTICS::CInvocations']/*"/>	
            <unmanaged>unsigned longlong CInvocations</unmanaged>	
            <unmanaged-short>unsigned longlong CInvocations</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.QueryDataPipelineStatistics.CPrimitiveCount">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_QUERY_DATA_PIPELINE_STATISTICS::CPrimitives']/*"/>	
            <unmanaged>unsigned longlong CPrimitives</unmanaged>	
            <unmanaged-short>unsigned longlong CPrimitives</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.QueryDataPipelineStatistics.PSInvocationCount">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_QUERY_DATA_PIPELINE_STATISTICS::PSInvocations']/*"/>	
            <unmanaged>unsigned longlong PSInvocations</unmanaged>	
            <unmanaged-short>unsigned longlong PSInvocations</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.QueryDataTimestampDisjoint">
            <summary>	
            <p>Query information about the reliability of a timestamp query.</p>	
            </summary>	
            <remarks>	
            <p>For a list of query types see <strong><see cref="T:SharpDX.Direct3D10.QueryType"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_QUERY_DATA_TIMESTAMP_DISJOINT']/*"/>	
            <msdn-id>bb172404</msdn-id>	
            <unmanaged>D3D10_QUERY_DATA_TIMESTAMP_DISJOINT</unmanaged>	
            <unmanaged-short>D3D10_QUERY_DATA_TIMESTAMP_DISJOINT</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.QueryDataTimestampDisjoint.Frequency">
            <summary>	
            <dd> <p>How frequently the GPU counter increments in Hz.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_QUERY_DATA_TIMESTAMP_DISJOINT::Frequency']/*"/>	
            <msdn-id>bb172404</msdn-id>	
            <unmanaged>unsigned longlong Frequency</unmanaged>	
            <unmanaged-short>unsigned longlong Frequency</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.QueryDataTimestampDisjoint.Disjoint">
            <summary>	
            <dd> <p>If this is <strong>TRUE</strong>, something occurred in between the query's <strong><see cref="M:SharpDX.Direct3D10.Asynchronous.Begin"/></strong> and <strong><see cref="M:SharpDX.Direct3D10.Asynchronous.End"/></strong> calls that caused the timestamp counter to become discontinuous or disjoint, such as unplugging the AC chord on a laptop, overheating, or throttling up/down due to laptop savings events. The timestamp returned by <strong><see cref="M:SharpDX.Direct3D10.Asynchronous.GetData"/></strong> for a timestamp query is only reliable if Disjoint is <strong><see cref="F:SharpDX.Result.False"/></strong>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_QUERY_DATA_TIMESTAMP_DISJOINT::Disjoint']/*"/>	
            <msdn-id>bb172404</msdn-id>	
            <unmanaged>BOOL Disjoint</unmanaged>	
            <unmanaged-short>BOOL Disjoint</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.QueryDescription">
            <summary>	
            <p>Describes a query.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_QUERY_DESC']/*"/>	
            <msdn-id>bb172405</msdn-id>	
            <unmanaged>D3D10_QUERY_DESC</unmanaged>	
            <unmanaged-short>D3D10_QUERY_DESC</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.QueryDescription.Type">
            <summary>	
            <dd> <p>Type of query (see <strong><see cref="T:SharpDX.Direct3D10.QueryType"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_QUERY_DESC::Query']/*"/>	
            <msdn-id>bb172405</msdn-id>	
            <unmanaged>D3D10_QUERY Query</unmanaged>	
            <unmanaged-short>D3D10_QUERY Query</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.QueryDescription.Flags">
            <summary>	
            <dd> <p>Miscellaneous flags (see <strong><see cref="T:SharpDX.Direct3D10.QueryFlags"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_QUERY_DESC::MiscFlags']/*"/>	
            <msdn-id>bb172405</msdn-id>	
            <unmanaged>D3D10_QUERY_MISC_FLAG MiscFlags</unmanaged>	
            <unmanaged-short>D3D10_QUERY_MISC_FLAG MiscFlags</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.RasterizerStateDescription">
            <summary>	
            <p>Describes the rasterizer state.</p>	
            </summary>	
            <remarks>	
            <p>Rasterizer state defines the behavior of the rasterizer stage; to set rasterizer state, call <strong><see cref="M:SharpDX.Direct3D10.RasterizerStage.SetState(SharpDX.Direct3D10.RasterizerState)"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_RASTERIZER_DESC']/*"/>	
            <msdn-id>bb172408</msdn-id>	
            <unmanaged>D3D10_RASTERIZER_DESC</unmanaged>	
            <unmanaged-short>D3D10_RASTERIZER_DESC</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.RasterizerStateDescription.FillMode">
            <summary>	
            <dd> <p>A member of the <strong><see cref="T:SharpDX.Direct3D10.FillMode"/></strong> enumerated type that determines the fill mode to use when rendering.  The default value is <strong><see cref="F:SharpDX.Direct3D10.FillMode.Solid"/></strong>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_RASTERIZER_DESC::FillMode']/*"/>	
            <msdn-id>bb172408</msdn-id>	
            <unmanaged>D3D10_FILL_MODE FillMode</unmanaged>	
            <unmanaged-short>D3D10_FILL_MODE FillMode</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.RasterizerStateDescription.CullMode">
            <summary>	
            <dd> <p>A member of the <strong><see cref="T:SharpDX.Direct3D10.CullMode"/></strong> enumerated type that indicates whether triangles facing the specified direction are drawn.  The default value is <strong><see cref="F:SharpDX.Direct3D10.CullMode.Back"/></strong>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_RASTERIZER_DESC::CullMode']/*"/>	
            <msdn-id>bb172408</msdn-id>	
            <unmanaged>D3D10_CULL_MODE CullMode</unmanaged>	
            <unmanaged-short>D3D10_CULL_MODE CullMode</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.RasterizerStateDescription.IsFrontCounterClockwise">
            <summary>	
            <dd> <p>Determines if a triangle is front-facing or back-facing. If this parameter is <strong>TRUE</strong>, then a triangle is considered front-facing if its vertices are counter-clockwise on the render target, and considered back-facing if they are clockwise. If this parameter is <strong><see cref="F:SharpDX.Result.False"/></strong>, then the opposite is true.  The default value is <strong><see cref="F:SharpDX.Result.False"/></strong>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_RASTERIZER_DESC::FrontCounterClockwise']/*"/>	
            <msdn-id>bb172408</msdn-id>	
            <unmanaged>BOOL FrontCounterClockwise</unmanaged>	
            <unmanaged-short>BOOL FrontCounterClockwise</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.RasterizerStateDescription.DepthBias">
            <summary>	
            <dd> <p>Specifies the depth value added to a given pixel. The default value is 0. For more information, see Depth Bias.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_RASTERIZER_DESC::DepthBias']/*"/>	
            <msdn-id>bb172408</msdn-id>	
            <unmanaged>int DepthBias</unmanaged>	
            <unmanaged-short>int DepthBias</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.RasterizerStateDescription.DepthBiasClamp">
            <summary>	
            <dd> <p>Specifies the maximum depth bias of a pixel. The default value is 0.0f. For more information, see Depth Bias.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_RASTERIZER_DESC::DepthBiasClamp']/*"/>	
            <msdn-id>bb172408</msdn-id>	
            <unmanaged>float DepthBiasClamp</unmanaged>	
            <unmanaged-short>float DepthBiasClamp</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.RasterizerStateDescription.SlopeScaledDepthBias">
            <summary>	
            <dd> <p>Specifies a scalar on a given pixel's slope. The default value is 0.0f. For more information, see Depth Bias.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_RASTERIZER_DESC::SlopeScaledDepthBias']/*"/>	
            <msdn-id>bb172408</msdn-id>	
            <unmanaged>float SlopeScaledDepthBias</unmanaged>	
            <unmanaged-short>float SlopeScaledDepthBias</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.RasterizerStateDescription.IsDepthClipEnabled">
            <summary>	
            <dd> <p>Enables or disables clipping based on distance.  The default value is <strong>TRUE</strong>.</p> <p>The hardware always performs x and y clipping of rasterized coordinates. When <strong>DepthClipEnable</strong> is set to the default value, the hardware also clips the z value (that is, the hardware performs the last step of the following algorithm).	
            </p> <code> 0 &lt; w	
            -w &lt;= x &lt;= w (or arbitrarily wider range if implementation uses a guard band to reduce clipping burden)	
            -w &lt;= y &lt;= w (or arbitrarily wider range if implementation uses a guard band to reduce clipping burden)	
            0 &lt;= z &lt;= w	
            </code> <p>When you set <strong>DepthClipEnable</strong> to <see cref="F:SharpDX.Result.False"/>, the hardware skips the z clipping (that is, the last step in the preceding algorithm). However, the hardware still performs the "0 &lt; w" clipping. When z clipping is disabled, improper depth ordering at the pixel level might result. However, when z clipping is disabled, stencil shadow implementations are simplified. In other words, you can avoid complex special-case handling for geometry that goes beyond the back clipping plane.	
            </p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_RASTERIZER_DESC::DepthClipEnable']/*"/>	
            <msdn-id>bb172408</msdn-id>	
            <unmanaged>BOOL DepthClipEnable</unmanaged>	
            <unmanaged-short>BOOL DepthClipEnable</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.RasterizerStateDescription.IsScissorEnabled">
            <summary>	
            <dd> <p>Enable or disables scissor-rectangle culling. All pixels outside an active scissor rectangle are culled. The default value is <strong><see cref="F:SharpDX.Result.False"/></strong>. For more information, see Set the Scissor Rectangle.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_RASTERIZER_DESC::ScissorEnable']/*"/>	
            <msdn-id>bb172408</msdn-id>	
            <unmanaged>BOOL ScissorEnable</unmanaged>	
            <unmanaged-short>BOOL ScissorEnable</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.RasterizerStateDescription.IsMultisampleEnabled">
            <summary>	
            <dd> <p>Enables or disables multisample antialiasing.  The default value is <strong><see cref="F:SharpDX.Result.False"/></strong>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_RASTERIZER_DESC::MultisampleEnable']/*"/>	
            <msdn-id>bb172408</msdn-id>	
            <unmanaged>BOOL MultisampleEnable</unmanaged>	
            <unmanaged-short>BOOL MultisampleEnable</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.RasterizerStateDescription.IsAntialiasedLineEnabled">
            <summary>	
            <dd> <p>Enable or disables line antialiasing. Note that this option only applies when alpha blending is enabled, you are drawing lines, and the <strong>MultisampleEnable</strong> member is <strong><see cref="F:SharpDX.Result.False"/></strong>.  The default value is <strong><see cref="F:SharpDX.Result.False"/></strong>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_RASTERIZER_DESC::AntialiasedLineEnable']/*"/>	
            <msdn-id>bb172408</msdn-id>	
            <unmanaged>BOOL AntialiasedLineEnable</unmanaged>	
            <unmanaged-short>BOOL AntialiasedLineEnable</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.RenderTargetBlendDescription1">
            <summary>	
            <p>Describes the blend state for a render target for a Direct3D 10.1 device</p>	
            </summary>	
            <remarks>	
            <p>To see how blending is done, see Output-Merger Stage (Direct3D 10).</p><p>These are the default values for blend state.</p><table> <tr><th>State</th><th>Default Value</th></tr> <tr><td>BlendEnable</td><td><see cref="F:SharpDX.Result.False"/></td></tr> <tr><td>SrcBlend</td><td><see cref="F:SharpDX.Direct3D10.BlendOption.One"/></td></tr> <tr><td>DestBlend</td><td><see cref="F:SharpDX.Direct3D10.BlendOption.Zero"/></td></tr> <tr><td>BlendOp</td><td><see cref="F:SharpDX.Direct3D10.BlendOperation.Add"/></td></tr> <tr><td>SrcBlendAlpha</td><td><see cref="F:SharpDX.Direct3D10.BlendOption.One"/></td></tr> <tr><td>DestBlendAlpha</td><td><see cref="F:SharpDX.Direct3D10.BlendOption.Zero"/></td></tr> <tr><td>BlendOpAlpha</td><td><see cref="F:SharpDX.Direct3D10.BlendOperation.Add"/></td></tr> <tr><td>RenderTargetWriteMask</td><td><see cref="F:SharpDX.Direct3D10.ColorWriteMaskFlags.All"/></td></tr> </table><p>?</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_RENDER_TARGET_BLEND_DESC1']/*"/>	
            <msdn-id>bb694533</msdn-id>	
            <unmanaged>D3D10_RENDER_TARGET_BLEND_DESC1</unmanaged>	
            <unmanaged-short>D3D10_RENDER_TARGET_BLEND_DESC1</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.RenderTargetBlendDescription1.IsBlendEnabled">
            <summary>	
            <dd> <p>Enable (or disable) blending.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_RENDER_TARGET_BLEND_DESC1::BlendEnable']/*"/>	
            <msdn-id>bb694533</msdn-id>	
            <unmanaged>BOOL BlendEnable</unmanaged>	
            <unmanaged-short>BOOL BlendEnable</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.RenderTargetBlendDescription1.SourceBlend">
            <summary>	
            <dd> <p>This <strong>blend option</strong> specifies the first RGB data source and includes an optional pre-blend operation.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_RENDER_TARGET_BLEND_DESC1::SrcBlend']/*"/>	
            <msdn-id>bb694533</msdn-id>	
            <unmanaged>D3D10_BLEND SrcBlend</unmanaged>	
            <unmanaged-short>D3D10_BLEND SrcBlend</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.RenderTargetBlendDescription1.DestinationBlend">
            <summary>	
            <dd> <p>This <strong>blend option</strong> specifies the second RGB data source and includes an optional pre-blend operation.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_RENDER_TARGET_BLEND_DESC1::DestBlend']/*"/>	
            <msdn-id>bb694533</msdn-id>	
            <unmanaged>D3D10_BLEND DestBlend</unmanaged>	
            <unmanaged-short>D3D10_BLEND DestBlend</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.RenderTargetBlendDescription1.BlendOperation">
            <summary>	
            <dd> <p>This <strong>blend operation</strong> defines how to combine the RGB data sources.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_RENDER_TARGET_BLEND_DESC1::BlendOp']/*"/>	
            <msdn-id>bb694533</msdn-id>	
            <unmanaged>D3D10_BLEND_OP BlendOp</unmanaged>	
            <unmanaged-short>D3D10_BLEND_OP BlendOp</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.RenderTargetBlendDescription1.SourceAlphaBlend">
            <summary>	
            <dd> <p>This <strong>blend option</strong> specifies the first alpha data source and includes an optional pre-blend operation. Blend options that end in _COLOR are not allowed.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_RENDER_TARGET_BLEND_DESC1::SrcBlendAlpha']/*"/>	
            <msdn-id>bb694533</msdn-id>	
            <unmanaged>D3D10_BLEND SrcBlendAlpha</unmanaged>	
            <unmanaged-short>D3D10_BLEND SrcBlendAlpha</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.RenderTargetBlendDescription1.DestinationAlphaBlend">
            <summary>	
            <dd> <p>This <strong>blend option</strong> specifies the second alpha data source and includes an optional pre-blend operation. Blend options that end in _COLOR are not allowed.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_RENDER_TARGET_BLEND_DESC1::DestBlendAlpha']/*"/>	
            <msdn-id>bb694533</msdn-id>	
            <unmanaged>D3D10_BLEND DestBlendAlpha</unmanaged>	
            <unmanaged-short>D3D10_BLEND DestBlendAlpha</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.RenderTargetBlendDescription1.AlphaBlendOperation">
            <summary>	
            <dd> <p>This <strong>blend operation</strong> defines how to combine the alpha data sources.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_RENDER_TARGET_BLEND_DESC1::BlendOpAlpha']/*"/>	
            <msdn-id>bb694533</msdn-id>	
            <unmanaged>D3D10_BLEND_OP BlendOpAlpha</unmanaged>	
            <unmanaged-short>D3D10_BLEND_OP BlendOpAlpha</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.RenderTargetBlendDescription1.RenderTargetWriteMask">
            <summary>	
            <dd> <p>A write mask.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_RENDER_TARGET_BLEND_DESC1::RenderTargetWriteMask']/*"/>	
            <msdn-id>bb694533</msdn-id>	
            <unmanaged>D3D10_COLOR_WRITE_ENABLE RenderTargetWriteMask</unmanaged>	
            <unmanaged-short>D3D10_COLOR_WRITE_ENABLE RenderTargetWriteMask</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.RenderTargetViewDescription">
            <summary>	
            <p>Specifies the subresource(s) from a resource that are accessible using a render-target view.</p>	
            </summary>	
            <remarks>	
            <p>A render-target-view description is passed into <strong><see cref="M:SharpDX.Direct3D10.Device.CreateRenderTargetView(SharpDX.Direct3D10.Resource,System.Nullable{SharpDX.Direct3D10.RenderTargetViewDescription},SharpDX.Direct3D10.RenderTargetView)"/></strong> to create a render target.</p><p>A render-target-view cannot use the following formats:</p><ul> <li>Any typeless format.</li> <li> <strong><see cref="T:SharpDX.DXGI.Format"/></strong> if the view will be used to bind a buffer (vertex, index, constant, or stream-output).</li> </ul><p>If the format is set to <strong><see cref="T:SharpDX.DXGI.Format"/></strong>, then the format of the resource that the view binds to the pipeline will be used.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_RENDER_TARGET_VIEW_DESC']/*"/>	
            <msdn-id>bb172410</msdn-id>	
            <unmanaged>D3D10_RENDER_TARGET_VIEW_DESC</unmanaged>	
            <unmanaged-short>D3D10_RENDER_TARGET_VIEW_DESC</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.RenderTargetViewDescription.Format">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_RENDER_TARGET_VIEW_DESC::Format']/*"/>	
            <unmanaged>DXGI_FORMAT Format</unmanaged>	
            <unmanaged-short>DXGI_FORMAT Format</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.RenderTargetViewDescription.Dimension">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_RENDER_TARGET_VIEW_DESC::ViewDimension']/*"/>	
            <unmanaged>D3D10_RTV_DIMENSION ViewDimension</unmanaged>	
            <unmanaged-short>D3D10_RTV_DIMENSION ViewDimension</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.RenderTargetViewDescription.Buffer">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_RENDER_TARGET_VIEW_DESC::Buffer']/*"/>	
            <unmanaged>D3D10_BUFFER_RTV Buffer</unmanaged>	
            <unmanaged-short>D3D10_BUFFER_RTV Buffer</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.RenderTargetViewDescription.Texture1D">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_RENDER_TARGET_VIEW_DESC::Texture1D']/*"/>	
            <unmanaged>D3D10_TEX1D_RTV Texture1D</unmanaged>	
            <unmanaged-short>D3D10_TEX1D_RTV Texture1D</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.RenderTargetViewDescription.Texture1DArray">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_RENDER_TARGET_VIEW_DESC::Texture1DArray']/*"/>	
            <unmanaged>D3D10_TEX1D_ARRAY_RTV Texture1DArray</unmanaged>	
            <unmanaged-short>D3D10_TEX1D_ARRAY_RTV Texture1DArray</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.RenderTargetViewDescription.Texture2D">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_RENDER_TARGET_VIEW_DESC::Texture2D']/*"/>	
            <unmanaged>D3D10_TEX2D_RTV Texture2D</unmanaged>	
            <unmanaged-short>D3D10_TEX2D_RTV Texture2D</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.RenderTargetViewDescription.Texture2DArray">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_RENDER_TARGET_VIEW_DESC::Texture2DArray']/*"/>	
            <unmanaged>D3D10_TEX2D_ARRAY_RTV Texture2DArray</unmanaged>	
            <unmanaged-short>D3D10_TEX2D_ARRAY_RTV Texture2DArray</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.RenderTargetViewDescription.Texture2DMS">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_RENDER_TARGET_VIEW_DESC::Texture2DMS']/*"/>	
            <unmanaged>D3D10_TEX2DMS_RTV Texture2DMS</unmanaged>	
            <unmanaged-short>D3D10_TEX2DMS_RTV Texture2DMS</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.RenderTargetViewDescription.Texture2DMSArray">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_RENDER_TARGET_VIEW_DESC::Texture2DMSArray']/*"/>	
            <unmanaged>D3D10_TEX2DMS_ARRAY_RTV Texture2DMSArray</unmanaged>	
            <unmanaged-short>D3D10_TEX2DMS_ARRAY_RTV Texture2DMSArray</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.RenderTargetViewDescription.Texture3D">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_RENDER_TARGET_VIEW_DESC::Texture3D']/*"/>	
            <unmanaged>D3D10_TEX3D_RTV Texture3D</unmanaged>	
            <unmanaged-short>D3D10_TEX3D_RTV Texture3D</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.RenderTargetViewDescription.Texture3DResource">
            <summary>	
            <p>Specifies the subresource(s) from a 3D texture to use in a render-target view.</p>	
            </summary>	
            <remarks>	
            <p>This structure is one member of a render target view. See <strong><see cref="T:SharpDX.Direct3D10.RenderTargetViewDescription"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEX3D_RTV']/*"/>	
            <msdn-id>Bb172476</msdn-id>	
            <unmanaged>D3D10_TEX3D_RTV</unmanaged>	
            <unmanaged-short>D3D10_TEX3D_RTV</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.RenderTargetViewDescription.Texture3DResource.MipSlice">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEX3D_RTV::MipSlice']/*"/>	
            <unmanaged>unsigned int MipSlice</unmanaged>	
            <unmanaged-short>unsigned int MipSlice</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.RenderTargetViewDescription.Texture3DResource.FirstDepthSlice">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEX3D_RTV::FirstWSlice']/*"/>	
            <unmanaged>unsigned int FirstWSlice</unmanaged>	
            <unmanaged-short>unsigned int FirstWSlice</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.RenderTargetViewDescription.Texture3DResource.DepthSliceCount">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEX3D_RTV::WSize']/*"/>	
            <unmanaged>unsigned int WSize</unmanaged>	
            <unmanaged-short>unsigned int WSize</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.RenderTargetViewDescription.Texture2DArrayResource">
            <summary>	
            <p>Specifies the subresource(s) from an array of 2D textures to use in a render-target view.</p>	
            </summary>	
            <remarks>	
            <p>This structure is one member of a render-target-view description (see <strong><see cref="T:SharpDX.Direct3D10.RenderTargetViewDescription"/></strong>).</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEX2D_ARRAY_RTV']/*"/>	
            <msdn-id>bb172471</msdn-id>	
            <unmanaged>D3D10_TEX2D_ARRAY_RTV</unmanaged>	
            <unmanaged-short>D3D10_TEX2D_ARRAY_RTV</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.RenderTargetViewDescription.Texture2DArrayResource.MipSlice">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEX2D_ARRAY_RTV::MipSlice']/*"/>	
            <unmanaged>unsigned int MipSlice</unmanaged>	
            <unmanaged-short>unsigned int MipSlice</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.RenderTargetViewDescription.Texture2DArrayResource.FirstArraySlice">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEX2D_ARRAY_RTV::FirstArraySlice']/*"/>	
            <unmanaged>unsigned int FirstArraySlice</unmanaged>	
            <unmanaged-short>unsigned int FirstArraySlice</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.RenderTargetViewDescription.Texture2DArrayResource.ArraySize">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEX2D_ARRAY_RTV::ArraySize']/*"/>	
            <unmanaged>unsigned int ArraySize</unmanaged>	
            <unmanaged-short>unsigned int ArraySize</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.RenderTargetViewDescription.Texture2DMultisampledArrayResource">
            <summary>	
            <p>Specifies the subresource(s) from a an array of multisampled 2D textures to use in a render-target view.</p>	
            </summary>	
            <remarks>	
            <p>This structure is one member of a render-target-view description (see <strong><see cref="T:SharpDX.Direct3D10.RenderTargetViewDescription"/></strong>).</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEX2DMS_ARRAY_RTV']/*"/>	
            <msdn-id>bb172465</msdn-id>	
            <unmanaged>D3D10_TEX2DMS_ARRAY_RTV</unmanaged>	
            <unmanaged-short>D3D10_TEX2DMS_ARRAY_RTV</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.RenderTargetViewDescription.Texture2DMultisampledArrayResource.FirstArraySlice">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEX2DMS_ARRAY_RTV::FirstArraySlice']/*"/>	
            <unmanaged>unsigned int FirstArraySlice</unmanaged>	
            <unmanaged-short>unsigned int FirstArraySlice</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.RenderTargetViewDescription.Texture2DMultisampledArrayResource.ArraySize">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEX2DMS_ARRAY_RTV::ArraySize']/*"/>	
            <unmanaged>unsigned int ArraySize</unmanaged>	
            <unmanaged-short>unsigned int ArraySize</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.RenderTargetViewDescription.BufferResource">
            <summary>	
            <p>Specifies the elements from a buffer resource to use in a render-target view.</p>	
            </summary>	
            <remarks>	
            <p>A render-target view is a member of a render-target-view description (see <strong><see cref="T:SharpDX.Direct3D10.RenderTargetViewDescription"/></strong>). Create a render-target view by calling <strong><see cref="M:SharpDX.Direct3D10.Device.CreateRenderTargetView(SharpDX.Direct3D10.Resource,System.Nullable{SharpDX.Direct3D10.RenderTargetViewDescription},SharpDX.Direct3D10.RenderTargetView)"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BUFFER_RTV']/*"/>	
            <msdn-id>bb204897</msdn-id>	
            <unmanaged>D3D10_BUFFER_RTV</unmanaged>	
            <unmanaged-short>D3D10_BUFFER_RTV</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.RenderTargetViewDescription.BufferResource.FirstElement">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BUFFER_RTV::FirstElement']/*"/>	
            <unmanaged>unsigned int FirstElement</unmanaged>	
            <unmanaged-short>unsigned int FirstElement</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.RenderTargetViewDescription.BufferResource.ElementOffset">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BUFFER_RTV::ElementOffset']/*"/>	
            <unmanaged>unsigned int ElementOffset</unmanaged>	
            <unmanaged-short>unsigned int ElementOffset</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.RenderTargetViewDescription.BufferResource.ElementCount">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BUFFER_RTV::NumElements']/*"/>	
            <unmanaged>unsigned int NumElements</unmanaged>	
            <unmanaged-short>unsigned int NumElements</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.RenderTargetViewDescription.BufferResource.ElementWidth">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BUFFER_RTV::ElementWidth']/*"/>	
            <unmanaged>unsigned int ElementWidth</unmanaged>	
            <unmanaged-short>unsigned int ElementWidth</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.RenderTargetViewDescription.Texture1DResource">
            <summary>	
            <p>Specifies the subresource from a 1D texture to use in a render-target view.</p>	
            </summary>	
            <remarks>	
            <p>This structure is one member of a render-target-view description (see <strong><see cref="T:SharpDX.Direct3D10.RenderTargetViewDescription"/></strong>).</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEX1D_RTV']/*"/>	
            <msdn-id>bb172462</msdn-id>	
            <unmanaged>D3D10_TEX1D_RTV</unmanaged>	
            <unmanaged-short>D3D10_TEX1D_RTV</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.RenderTargetViewDescription.Texture1DResource.MipSlice">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEX1D_RTV::MipSlice']/*"/>	
            <unmanaged>unsigned int MipSlice</unmanaged>	
            <unmanaged-short>unsigned int MipSlice</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.RenderTargetViewDescription.Texture1DArrayResource">
            <summary>	
            <p>Specifies the subresource(s) from an array of 1D textures to use in a render-target view.</p>	
            </summary>	
            <remarks>	
            <p>This structure is one member of a render-target-view description (see <strong><see cref="T:SharpDX.Direct3D10.RenderTargetViewDescription"/></strong>).</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEX1D_ARRAY_RTV']/*"/>	
            <msdn-id>Bb172459</msdn-id>	
            <unmanaged>D3D10_TEX1D_ARRAY_RTV</unmanaged>	
            <unmanaged-short>D3D10_TEX1D_ARRAY_RTV</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.RenderTargetViewDescription.Texture1DArrayResource.MipSlice">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEX1D_ARRAY_RTV::MipSlice']/*"/>	
            <unmanaged>unsigned int MipSlice</unmanaged>	
            <unmanaged-short>unsigned int MipSlice</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.RenderTargetViewDescription.Texture1DArrayResource.FirstArraySlice">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEX1D_ARRAY_RTV::FirstArraySlice']/*"/>	
            <unmanaged>unsigned int FirstArraySlice</unmanaged>	
            <unmanaged-short>unsigned int FirstArraySlice</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.RenderTargetViewDescription.Texture1DArrayResource.ArraySize">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEX1D_ARRAY_RTV::ArraySize']/*"/>	
            <unmanaged>unsigned int ArraySize</unmanaged>	
            <unmanaged-short>unsigned int ArraySize</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.RenderTargetViewDescription.Texture2DResource">
            <summary>	
            <p>Specifies the subresource from a 2D texture to use in a render-target view.</p>	
            </summary>	
            <remarks>	
            <p>This structure is one member of a render-target-view description (see <strong><see cref="T:SharpDX.Direct3D10.RenderTargetViewDescription"/></strong>).</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEX2D_RTV']/*"/>	
            <msdn-id>bb172474</msdn-id>	
            <unmanaged>D3D10_TEX2D_RTV</unmanaged>	
            <unmanaged-short>D3D10_TEX2D_RTV</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.RenderTargetViewDescription.Texture2DResource.MipSlice">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEX2D_RTV::MipSlice']/*"/>	
            <unmanaged>unsigned int MipSlice</unmanaged>	
            <unmanaged-short>unsigned int MipSlice</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.RenderTargetViewDescription.Texture2DMultisampledResource">
            <summary>	
            <p>Specifies the subresource from a multisampled 2D texture to use in a render-target view.</p>	
            </summary>	
            <remarks>	
            <p>Since a multisampled 2D texture contains a single subresource, there is actually nothing to specify in <strong><see cref="T:SharpDX.Direct3D10.RenderTargetViewDescription.Texture2DMultisampledResource"/></strong>. Consequently, <strong>UnusedField_NothingToDefine</strong> is included so that this structure will compile in C.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEX2DMS_RTV']/*"/>	
            <msdn-id>bb172468</msdn-id>	
            <unmanaged>D3D10_TEX2DMS_RTV</unmanaged>	
            <unmanaged-short>D3D10_TEX2DMS_RTV</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.RenderTargetViewDescription.Texture2DMultisampledResource.UnusedFieldNothingToDefine">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEX2DMS_RTV::UnusedField_NothingToDefine']/*"/>	
            <unmanaged>unsigned int UnusedField_NothingToDefine</unmanaged>	
            <unmanaged-short>unsigned int UnusedField_NothingToDefine</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.ResourceRegion">
            <summary>	
            <p>Defines a 3D box.</p>	
            </summary>	
            <remarks>	
            <p>The following diagram shows a 3D box, where the origin is the left, front, top corner.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BOX']/*"/>	
            <msdn-id>bb204895</msdn-id>	
            <unmanaged>D3D10_BOX</unmanaged>	
            <unmanaged-short>D3D10_BOX</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ResourceRegion.Left">
            <summary>	
            <dd> <p>The x position of the left hand side of the box.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BOX::left']/*"/>	
            <msdn-id>bb204895</msdn-id>	
            <unmanaged>unsigned int left</unmanaged>	
            <unmanaged-short>unsigned int left</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ResourceRegion.Top">
            <summary>	
            <dd> <p>The y position of the top of the box.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BOX::top']/*"/>	
            <msdn-id>bb204895</msdn-id>	
            <unmanaged>unsigned int top</unmanaged>	
            <unmanaged-short>unsigned int top</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ResourceRegion.Front">
            <summary>	
            <dd> <p>The z position of the front of the box.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BOX::front']/*"/>	
            <msdn-id>bb204895</msdn-id>	
            <unmanaged>unsigned int front</unmanaged>	
            <unmanaged-short>unsigned int front</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ResourceRegion.Right">
            <summary>	
            <dd> <p>The x position of the right hand side of the box.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BOX::right']/*"/>	
            <msdn-id>bb204895</msdn-id>	
            <unmanaged>unsigned int right</unmanaged>	
            <unmanaged-short>unsigned int right</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ResourceRegion.Bottom">
            <summary>	
            <dd> <p>The y position of the bottom of the box.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BOX::bottom']/*"/>	
            <msdn-id>bb204895</msdn-id>	
            <unmanaged>unsigned int bottom</unmanaged>	
            <unmanaged-short>unsigned int bottom</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ResourceRegion.Back">
            <summary>	
            <dd> <p>The z position of the back of the box.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BOX::back']/*"/>	
            <msdn-id>bb204895</msdn-id>	
            <unmanaged>unsigned int back</unmanaged>	
            <unmanaged-short>unsigned int back</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.SamplerStateDescription">
            <summary>	
            <p>Describes a sampler state.</p>	
            </summary>	
            <remarks>	
            <p>These are the default values for sampler state.</p><table> <tr><th>State</th><th>Default Value</th></tr> <tr><td>Filter</td><td>Min_Mag_Mip_Point</td></tr> <tr><td>AddressU</td><td>Clamp</td></tr> <tr><td>AddressV</td><td>Clamp</td></tr> <tr><td>AddressW</td><td>Clamp</td></tr> <tr><td>MinLOD</td><td>0.0f</td></tr> <tr><td>MaxLOD</td><td>3.402823466e+38F (FLT_MAX)</td></tr> <tr><td>MipMapLODBias</td><td>0.0f</td></tr> <tr><td>MaxAnisotropy</td><td>16</td></tr> <tr><td>ComparisonFunc</td><td>Never</td></tr> <tr><td>BorderColor</td><td>float4(0.0f, 0.0f, 0.0f, 0.0f)</td></tr> <tr><td>Texture</td><td>N/A</td></tr> </table><p>?</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_SAMPLER_DESC']/*"/>	
            <msdn-id>bb172415</msdn-id>	
            <unmanaged>D3D10_SAMPLER_DESC</unmanaged>	
            <unmanaged-short>D3D10_SAMPLER_DESC</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.SamplerStateDescription.Filter">
            <summary>	
            <dd> <p>Filtering method to use when sampling a texture (see <strong><see cref="T:SharpDX.Direct3D10.Filter"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_SAMPLER_DESC::Filter']/*"/>	
            <msdn-id>bb172415</msdn-id>	
            <unmanaged>D3D10_FILTER Filter</unmanaged>	
            <unmanaged-short>D3D10_FILTER Filter</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.SamplerStateDescription.AddressU">
            <summary>	
            <dd> <p>Method to use for resolving a u texture coordinate that is outside the 0 to 1 range (see <strong><see cref="T:SharpDX.Direct3D10.TextureAddressMode"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_SAMPLER_DESC::AddressU']/*"/>	
            <msdn-id>bb172415</msdn-id>	
            <unmanaged>D3D10_TEXTURE_ADDRESS_MODE AddressU</unmanaged>	
            <unmanaged-short>D3D10_TEXTURE_ADDRESS_MODE AddressU</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.SamplerStateDescription.AddressV">
            <summary>	
            <dd> <p>Method to use for resolving a v texture coordinate that is outside the 0 to 1 range.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_SAMPLER_DESC::AddressV']/*"/>	
            <msdn-id>bb172415</msdn-id>	
            <unmanaged>D3D10_TEXTURE_ADDRESS_MODE AddressV</unmanaged>	
            <unmanaged-short>D3D10_TEXTURE_ADDRESS_MODE AddressV</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.SamplerStateDescription.AddressW">
            <summary>	
            <dd> <p>Method to use for resolving a w texture coordinate that is outside the 0 to 1 range.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_SAMPLER_DESC::AddressW']/*"/>	
            <msdn-id>bb172415</msdn-id>	
            <unmanaged>D3D10_TEXTURE_ADDRESS_MODE AddressW</unmanaged>	
            <unmanaged-short>D3D10_TEXTURE_ADDRESS_MODE AddressW</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.SamplerStateDescription.MipLodBias">
            <summary>	
            <dd> <p>Offset from the calculated mipmap level. For example, if Direct3D calculates that a texture should be sampled at mipmap level 3 and MipLODBias is 2, then the texture will be sampled at mipmap level 5.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_SAMPLER_DESC::MipLODBias']/*"/>	
            <msdn-id>bb172415</msdn-id>	
            <unmanaged>float MipLODBias</unmanaged>	
            <unmanaged-short>float MipLODBias</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.SamplerStateDescription.MaximumAnisotropy">
            <summary>	
            <dd> <p>Clamping value used if <see cref="F:SharpDX.Direct3D10.Filter.Anisotropic"/> or <see cref="F:SharpDX.Direct3D10.Filter.ComparisonAnisotropic"/> is specified in Filter. Valid values are between 1 and 16.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_SAMPLER_DESC::MaxAnisotropy']/*"/>	
            <msdn-id>bb172415</msdn-id>	
            <unmanaged>unsigned int MaxAnisotropy</unmanaged>	
            <unmanaged-short>unsigned int MaxAnisotropy</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.SamplerStateDescription.ComparisonFunction">
            <summary>	
            <dd> <p>A function that compares sampled data against existing sampled data. The function options are listed in <strong><see cref="T:SharpDX.Direct3D10.Comparison"/></strong>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_SAMPLER_DESC::ComparisonFunc']/*"/>	
            <msdn-id>bb172415</msdn-id>	
            <unmanaged>D3D10_COMPARISON_FUNC ComparisonFunc</unmanaged>	
            <unmanaged-short>D3D10_COMPARISON_FUNC ComparisonFunc</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.SamplerStateDescription.BorderColor">
            <summary>	
            <dd> <p>Border color to use if <see cref="F:SharpDX.Direct3D10.TextureAddressMode.Border"/> is specified for AddressU, AddressV, or AddressW. Range must be between 0.0 and 1.0 inclusive.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_SAMPLER_DESC::BorderColor']/*"/>	
            <msdn-id>bb172415</msdn-id>	
            <unmanaged>SHARPDX_COLOR4 BorderColor</unmanaged>	
            <unmanaged-short>SHARPDX_COLOR4 BorderColor</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.SamplerStateDescription.MinimumLod">
            <summary>	
            <dd> <p>Lower end of the mipmap range to clamp access to, where 0 is the largest and most detailed mipmap level and any level higher than that is less detailed.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_SAMPLER_DESC::MinLOD']/*"/>	
            <msdn-id>bb172415</msdn-id>	
            <unmanaged>float MinLOD</unmanaged>	
            <unmanaged-short>float MinLOD</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.SamplerStateDescription.MaximumLod">
            <summary>	
            <dd> <p>Upper end of the mipmap range to clamp access to, where 0 is the largest and most detailed mipmap level and any level higher than that is less detailed. This value must be greater than or equal to MinLOD. To have no upper limit on LOD set this to a large value such as D3D10_FLOAT32_MAX.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_SAMPLER_DESC::MaxLOD']/*"/>	
            <msdn-id>bb172415</msdn-id>	
            <unmanaged>float MaxLOD</unmanaged>	
            <unmanaged-short>float MaxLOD</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.ShaderBufferDescription">
            <summary>	
            <p>Describes a shader constant-buffer.</p>	
            </summary>	
            <remarks>	
            <p>Constants are supplied to shaders in a shader-constant buffer. Get the description of a shader-constant-buffer by calling <strong>ID3D10ShaderReflectionConstantBuffer::GetDesc</strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_SHADER_BUFFER_DESC']/*"/>	
            <msdn-id>bb172417</msdn-id>	
            <unmanaged>D3D10_SHADER_BUFFER_DESC</unmanaged>	
            <unmanaged-short>D3D10_SHADER_BUFFER_DESC</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ShaderBufferDescription.Name">
            <summary>	
            <dd> <p>The name of the buffer.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_SHADER_BUFFER_DESC::Name']/*"/>	
            <msdn-id>bb172417</msdn-id>	
            <unmanaged>const char* Name</unmanaged>	
            <unmanaged-short>char Name</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ShaderBufferDescription.Type">
            <summary>	
            <dd> <p>The intended use of the constant data. See <strong>D3D10_CBUFFER_TYPE</strong>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_SHADER_BUFFER_DESC::Type']/*"/>	
            <msdn-id>bb172417</msdn-id>	
            <unmanaged>D3D_CBUFFER_TYPE Type</unmanaged>	
            <unmanaged-short>D3D_CBUFFER_TYPE Type</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ShaderBufferDescription.VariableCount">
            <summary>	
            <dd> <p>The number of unique variables.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_SHADER_BUFFER_DESC::Variables']/*"/>	
            <msdn-id>bb172417</msdn-id>	
            <unmanaged>unsigned int Variables</unmanaged>	
            <unmanaged-short>unsigned int Variables</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ShaderBufferDescription.Size">
            <summary>	
            <dd> <p>Buffer size (in bytes).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_SHADER_BUFFER_DESC::Size']/*"/>	
            <msdn-id>bb172417</msdn-id>	
            <unmanaged>unsigned int Size</unmanaged>	
            <unmanaged-short>unsigned int Size</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ShaderBufferDescription.Flags">
            <summary>	
            <dd> <p>Shader buffer properties. See <strong>D3D10_SHADER_CBUFFER_FLAGS</strong>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_SHADER_BUFFER_DESC::uFlags']/*"/>	
            <msdn-id>bb172417</msdn-id>	
            <unmanaged>D3D_SHADER_CBUFFER_FLAGS uFlags</unmanaged>	
            <unmanaged-short>D3D_SHADER_CBUFFER_FLAGS uFlags</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.ShaderParameterDescription">
            <summary>	
            <p>Describes a shader signature.</p>	
            </summary>	
            <remarks>	
            <p>A shader can take n inputs and can produce m outputs. The order of the input (or output) parameters, their associated types, and any attached semantics make up the shader signature. Each shader has an input and an output signature.</p><p>When compiling a shader or an effect, some API calls validate shader signatures (such as <strong>D3D10CompileShader</strong> and <strong><see cref="M:SharpDX.Direct3D10.D3D10.CompileEffect10FromMemory(System.IntPtr,SharpDX.PointerSize,System.String,SharpDX.Direct3D.ShaderMacro[],System.IntPtr,SharpDX.D3DCompiler.ShaderFlags,SharpDX.D3DCompiler.EffectFlags,SharpDX.Direct3D.Blob@,SharpDX.Direct3D.Blob@)"/></strong>). That is, they compare the output signature of one shader (like a vertex shader) with the input signature of another shader (like a pixel shader). This ensures that a shader outputs data that is compatible with a downstream shader that is consuming that data. Compatible means that a shader signature is a exact-match subset of the preceding shader stage. Exact match means parameter types and semantics must exactly match. Subset means that a parameter that is not required by a downstream stage, does not need to include that parameter in its shader signature.</p><p>Get a shader-signature from a shader or an effect by calling APIs such as <strong>ID3D10ShaderReflection::GetInputParameterDesc</strong> or <strong><see cref="M:SharpDX.Direct3D10.EffectShaderVariable.GetInputSignatureElementDescription(System.Int32,System.Int32)"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_SIGNATURE_PARAMETER_DESC']/*"/>	
            <msdn-id>Bb172446</msdn-id>	
            <unmanaged>D3D10_SIGNATURE_PARAMETER_DESC</unmanaged>	
            <unmanaged-short>D3D10_SIGNATURE_PARAMETER_DESC</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ShaderParameterDescription.SemanticName">
            <summary>	
            <dd> <p>A per-parameter string that identifies how the data will be used. See Semantics (DirectX HLSL).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_SIGNATURE_PARAMETER_DESC::SemanticName']/*"/>	
            <msdn-id>Bb172446</msdn-id>	
            <unmanaged>const char* SemanticName</unmanaged>	
            <unmanaged-short>char SemanticName</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ShaderParameterDescription.SemanticIndex">
            <summary>	
            <dd> <p>Semantic index that modifies the semantic. Used to differentiate different parameters that use the same semantic.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_SIGNATURE_PARAMETER_DESC::SemanticIndex']/*"/>	
            <msdn-id>Bb172446</msdn-id>	
            <unmanaged>unsigned int SemanticIndex</unmanaged>	
            <unmanaged-short>unsigned int SemanticIndex</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ShaderParameterDescription.Register">
            <summary>	
            <dd> <p>The register that will contain this variable's data.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_SIGNATURE_PARAMETER_DESC::Register']/*"/>	
            <msdn-id>Bb172446</msdn-id>	
            <unmanaged>unsigned int Register</unmanaged>	
            <unmanaged-short>unsigned int Register</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ShaderParameterDescription.SystemValueType">
            <summary>	
            <dd> <p>A predefined string that determines the functionality of certain pipeline stages. See <strong>D3D10_NAME</strong>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_SIGNATURE_PARAMETER_DESC::SystemValueType']/*"/>	
            <msdn-id>Bb172446</msdn-id>	
            <unmanaged>D3D_NAME SystemValueType</unmanaged>	
            <unmanaged-short>D3D_NAME SystemValueType</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ShaderParameterDescription.ComponentType">
            <summary>	
            <dd> <p>The per-component-data type that is stored in a register. See <strong>D3D10_REGISTER_COMPONENT_TYPE</strong>. Each register can store up to four-components of data.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_SIGNATURE_PARAMETER_DESC::ComponentType']/*"/>	
            <msdn-id>Bb172446</msdn-id>	
            <unmanaged>D3D_REGISTER_COMPONENT_TYPE ComponentType</unmanaged>	
            <unmanaged-short>D3D_REGISTER_COMPONENT_TYPE ComponentType</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ShaderParameterDescription.Mask">
            <summary>	
            <dd> <p>Mask which indicates which components of a register are used.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_SIGNATURE_PARAMETER_DESC::Mask']/*"/>	
            <msdn-id>Bb172446</msdn-id>	
            <unmanaged>unsigned char Mask</unmanaged>	
            <unmanaged-short>unsigned char Mask</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ShaderParameterDescription.ReadWriteMask">
            <summary>	
            <dd> <p>Mask which indicates whether a given component is never written (if the signature is an output signature) or always read (if the signature is an input signature). The mask is a combination of <strong>D3D10_REGISTER_COMPONENT_TYPE</strong> values.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_SIGNATURE_PARAMETER_DESC::ReadWriteMask']/*"/>	
            <msdn-id>Bb172446</msdn-id>	
            <unmanaged>unsigned char ReadWriteMask</unmanaged>	
            <unmanaged-short>unsigned char ReadWriteMask</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.ShaderResourceViewDescription">
            <summary>	
            <p>Describes a shader-resource view.</p>	
            </summary>	
            <remarks>	
            <p>A view is a format-specific way to look at the data in a resource. The view determines what data to look at, and how it is cast when read. For more information about how views work, see Views </p><p>When viewing a resource, the resource-view description must specify a typed format, that is compatible with the resource format. So that means that you cannot create a resource-view description using any format with _TYPELESS in the name. You can however view a typeless resource by specifying a typed format for the view. For example, a <see cref="F:SharpDX.DXGI.Format.R32G32B32_Typeless"/> resource can be viewed with one of these typed formats: <see cref="F:SharpDX.DXGI.Format.R32G32B32_Float"/>, <see cref="F:SharpDX.DXGI.Format.R32G32B32_UInt"/>, and <see cref="F:SharpDX.DXGI.Format.R32G32B32_SInt"/>, since these typed formats are compatible with the typeless resource.</p><p>Create a shader-resource-view description by calling <strong><see cref="M:SharpDX.Direct3D10.Device.CreateShaderResourceView(SharpDX.Direct3D10.Resource,System.Nullable{SharpDX.Direct3D10.ShaderResourceViewDescription},SharpDX.Direct3D10.ShaderResourceView)"/></strong>. To view a shader-resource-view description, call <strong><see cref="M:SharpDX.Direct3D10.ShaderResourceView.GetDescription(SharpDX.Direct3D10.ShaderResourceViewDescription@)"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_SHADER_RESOURCE_VIEW_DESC']/*"/>	
            <msdn-id>bb172437</msdn-id>	
            <unmanaged>D3D10_SHADER_RESOURCE_VIEW_DESC</unmanaged>	
            <unmanaged-short>D3D10_SHADER_RESOURCE_VIEW_DESC</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ShaderResourceViewDescription.Format">
            <summary>	
            <dd> <p>The viewing <strong>format</strong>. See remarks.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_SHADER_RESOURCE_VIEW_DESC::Format']/*"/>	
            <msdn-id>bb172437</msdn-id>	
            <unmanaged>DXGI_FORMAT Format</unmanaged>	
            <unmanaged-short>DXGI_FORMAT Format</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ShaderResourceViewDescription.Dimension">
            <summary>	
            <dd> <p>The resource type of the view. See <strong>D3D10_SRV_DIMENSION</strong>. This should be the same as the resource type of the underlying resource. This parameter also determines which _SRV to use in the union below.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_SHADER_RESOURCE_VIEW_DESC::ViewDimension']/*"/>	
            <msdn-id>bb172437</msdn-id>	
            <unmanaged>D3D_SRV_DIMENSION ViewDimension</unmanaged>	
            <unmanaged-short>D3D_SRV_DIMENSION ViewDimension</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ShaderResourceViewDescription.Buffer">
            <summary>	
            <dd> <p>View the resource as a buffer using information from a shader-resource view (see <strong><see cref="T:SharpDX.Direct3D10.ShaderResourceViewDescription.BufferResource"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_SHADER_RESOURCE_VIEW_DESC::Buffer']/*"/>	
            <msdn-id>bb172437</msdn-id>	
            <unmanaged>D3D10_BUFFER_SRV Buffer</unmanaged>	
            <unmanaged-short>D3D10_BUFFER_SRV Buffer</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ShaderResourceViewDescription.Texture1D">
            <summary>	
            <dd> <p>View the resource as a 1D texture using information from a shader-resource view (see <strong><see cref="T:SharpDX.Direct3D10.ShaderResourceViewDescription.Texture1DResource"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_SHADER_RESOURCE_VIEW_DESC::Texture1D']/*"/>	
            <msdn-id>bb172437</msdn-id>	
            <unmanaged>D3D10_TEX1D_SRV Texture1D</unmanaged>	
            <unmanaged-short>D3D10_TEX1D_SRV Texture1D</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ShaderResourceViewDescription.Texture1DArray">
            <summary>	
            <dd> <p>View the resource as a 1D-texture array using information from a shader-resource view (see <strong><see cref="T:SharpDX.Direct3D10.ShaderResourceViewDescription.Texture1DArrayResource"/></strong>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_SHADER_RESOURCE_VIEW_DESC::Texture1DArray']/*"/>	
            <msdn-id>bb172437</msdn-id>	
            <unmanaged>D3D10_TEX1D_ARRAY_SRV Texture1DArray</unmanaged>	
            <unmanaged-short>D3D10_TEX1D_ARRAY_SRV Texture1DArray</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ShaderResourceViewDescription.Texture2D">
            <summary>	
            <dd> <p>View the resource as a 2D-texture using information from a shader-resource view (see <strong><see cref="T:SharpDX.Direct3D10.ShaderResourceViewDescription.Texture2DResource"/></strong>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_SHADER_RESOURCE_VIEW_DESC::Texture2D']/*"/>	
            <msdn-id>bb172437</msdn-id>	
            <unmanaged>D3D10_TEX2D_SRV Texture2D</unmanaged>	
            <unmanaged-short>D3D10_TEX2D_SRV Texture2D</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ShaderResourceViewDescription.Texture2DArray">
            <summary>	
            <dd> <p>View the resource as a 2D-texture array using information from a shader-resource view (see <strong><see cref="T:SharpDX.Direct3D10.ShaderResourceViewDescription.Texture2DArrayResource"/></strong>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_SHADER_RESOURCE_VIEW_DESC::Texture2DArray']/*"/>	
            <msdn-id>bb172437</msdn-id>	
            <unmanaged>D3D10_TEX2D_ARRAY_SRV Texture2DArray</unmanaged>	
            <unmanaged-short>D3D10_TEX2D_ARRAY_SRV Texture2DArray</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ShaderResourceViewDescription.Texture2DMS">
            <summary>	
            <dd> <p>View the resource as a 2D-multisampled texture using information from a shader-resource view (see <strong><see cref="T:SharpDX.Direct3D10.ShaderResourceViewDescription.Texture2DMultisampledResource"/></strong>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_SHADER_RESOURCE_VIEW_DESC::Texture2DMS']/*"/>	
            <msdn-id>bb172437</msdn-id>	
            <unmanaged>D3D10_TEX2DMS_SRV Texture2DMS</unmanaged>	
            <unmanaged-short>D3D10_TEX2DMS_SRV Texture2DMS</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ShaderResourceViewDescription.Texture2DMSArray">
            <summary>	
            <dd> <p>View the resource as a 2D-multisampled-texture array using information from a shader-resource view (see <strong><see cref="T:SharpDX.Direct3D10.ShaderResourceViewDescription.Texture2DMultisampledArrayResource"/></strong>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_SHADER_RESOURCE_VIEW_DESC::Texture2DMSArray']/*"/>	
            <msdn-id>bb172437</msdn-id>	
            <unmanaged>D3D10_TEX2DMS_ARRAY_SRV Texture2DMSArray</unmanaged>	
            <unmanaged-short>D3D10_TEX2DMS_ARRAY_SRV Texture2DMSArray</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ShaderResourceViewDescription.Texture3D">
            <summary>	
            <dd> <p>View the resource as a 3D texture using information from a shader-resource view (see <strong><see cref="T:SharpDX.Direct3D10.ShaderResourceViewDescription.Texture3DResource"/></strong>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_SHADER_RESOURCE_VIEW_DESC::Texture3D']/*"/>	
            <msdn-id>bb172437</msdn-id>	
            <unmanaged>D3D10_TEX3D_SRV Texture3D</unmanaged>	
            <unmanaged-short>D3D10_TEX3D_SRV Texture3D</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ShaderResourceViewDescription.TextureCube">
            <summary>	
            <dd> <p>View the resource as a 3D-cube texture using information from a shader-resource view (see <strong><see cref="T:SharpDX.Direct3D10.ShaderResourceViewDescription.TextureCubeResource"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_SHADER_RESOURCE_VIEW_DESC::TextureCube']/*"/>	
            <msdn-id>bb172437</msdn-id>	
            <unmanaged>D3D10_TEXCUBE_SRV TextureCube</unmanaged>	
            <unmanaged-short>D3D10_TEXCUBE_SRV TextureCube</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.ShaderResourceViewDescription.BufferResource">
            <summary>	
            <p>Specifies the elements in a buffer resource to use in a shader-resource view.</p>	
            </summary>	
            <remarks>	
            <p>The <strong><see cref="T:SharpDX.Direct3D10.ShaderResourceViewDescription.BufferResource"/></strong> structure is a member of the  <strong><see cref="T:SharpDX.Direct3D10.ShaderResourceViewDescription"/></strong> structure, which represents a shader-resource view description. You can create a shader-resource view by calling the <strong><see cref="M:SharpDX.Direct3D10.Device.CreateShaderResourceView(SharpDX.Direct3D10.Resource,System.Nullable{SharpDX.Direct3D10.ShaderResourceViewDescription},SharpDX.Direct3D10.ShaderResourceView)"/></strong> method.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BUFFER_SRV']/*"/>	
            <msdn-id>bb204898</msdn-id>	
            <unmanaged>D3D10_BUFFER_SRV</unmanaged>	
            <unmanaged-short>D3D10_BUFFER_SRV</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ShaderResourceViewDescription.BufferResource.FirstElement">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BUFFER_SRV::FirstElement']/*"/>	
            <unmanaged>unsigned int FirstElement</unmanaged>	
            <unmanaged-short>unsigned int FirstElement</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ShaderResourceViewDescription.BufferResource.ElementOffset">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BUFFER_SRV::ElementOffset']/*"/>	
            <unmanaged>unsigned int ElementOffset</unmanaged>	
            <unmanaged-short>unsigned int ElementOffset</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ShaderResourceViewDescription.BufferResource.ElementCount">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BUFFER_SRV::NumElements']/*"/>	
            <unmanaged>unsigned int NumElements</unmanaged>	
            <unmanaged-short>unsigned int NumElements</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ShaderResourceViewDescription.BufferResource.ElementWidth">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_BUFFER_SRV::ElementWidth']/*"/>	
            <unmanaged>unsigned int ElementWidth</unmanaged>	
            <unmanaged-short>unsigned int ElementWidth</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.ShaderResourceViewDescription.Texture1DResource">
            <summary>	
            <p>Specifies the subresource from a 1D texture to use in a shader-resource view.</p>	
            </summary>	
            <remarks>	
            <p>This structure is one member of a shader-resource-view description (see <strong><see cref="T:SharpDX.Direct3D10.ShaderResourceViewDescription"/></strong>).</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEX1D_SRV']/*"/>	
            <msdn-id>bb172463</msdn-id>	
            <unmanaged>D3D10_TEX1D_SRV</unmanaged>	
            <unmanaged-short>D3D10_TEX1D_SRV</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ShaderResourceViewDescription.Texture1DResource.MostDetailedMip">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEX1D_SRV::MostDetailedMip']/*"/>	
            <unmanaged>unsigned int MostDetailedMip</unmanaged>	
            <unmanaged-short>unsigned int MostDetailedMip</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ShaderResourceViewDescription.Texture1DResource.MipLevels">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEX1D_SRV::MipLevels']/*"/>	
            <unmanaged>unsigned int MipLevels</unmanaged>	
            <unmanaged-short>unsigned int MipLevels</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.ShaderResourceViewDescription.Texture1DArrayResource">
            <summary>	
            <p>Specifies the subresource(s) from an array of 1D textures to use in a shader-resource view.</p>	
            </summary>	
            <remarks>	
            <p>This structure is one member of a shader-resource-view description (see <strong><see cref="T:SharpDX.Direct3D10.ShaderResourceViewDescription"/></strong>).</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEX1D_ARRAY_SRV']/*"/>	
            <msdn-id>Bb172460</msdn-id>	
            <unmanaged>D3D10_TEX1D_ARRAY_SRV</unmanaged>	
            <unmanaged-short>D3D10_TEX1D_ARRAY_SRV</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ShaderResourceViewDescription.Texture1DArrayResource.MostDetailedMip">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEX1D_ARRAY_SRV::MostDetailedMip']/*"/>	
            <unmanaged>unsigned int MostDetailedMip</unmanaged>	
            <unmanaged-short>unsigned int MostDetailedMip</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ShaderResourceViewDescription.Texture1DArrayResource.MipLevels">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEX1D_ARRAY_SRV::MipLevels']/*"/>	
            <unmanaged>unsigned int MipLevels</unmanaged>	
            <unmanaged-short>unsigned int MipLevels</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ShaderResourceViewDescription.Texture1DArrayResource.FirstArraySlice">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEX1D_ARRAY_SRV::FirstArraySlice']/*"/>	
            <unmanaged>unsigned int FirstArraySlice</unmanaged>	
            <unmanaged-short>unsigned int FirstArraySlice</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ShaderResourceViewDescription.Texture1DArrayResource.ArraySize">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEX1D_ARRAY_SRV::ArraySize']/*"/>	
            <unmanaged>unsigned int ArraySize</unmanaged>	
            <unmanaged-short>unsigned int ArraySize</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.ShaderResourceViewDescription.Texture2DResource">
            <summary>	
            <p>Specifies the subresource from a 2D texture to use in a shader-resource view.</p>	
            </summary>	
            <remarks>	
            <p>This structure is one member of a shader-resource-view description (see <strong><see cref="T:SharpDX.Direct3D10.ShaderResourceViewDescription"/></strong>).</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEX2D_SRV']/*"/>	
            <msdn-id>bb172475</msdn-id>	
            <unmanaged>D3D10_TEX2D_SRV</unmanaged>	
            <unmanaged-short>D3D10_TEX2D_SRV</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ShaderResourceViewDescription.Texture2DResource.MostDetailedMip">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEX2D_SRV::MostDetailedMip']/*"/>	
            <unmanaged>unsigned int MostDetailedMip</unmanaged>	
            <unmanaged-short>unsigned int MostDetailedMip</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ShaderResourceViewDescription.Texture2DResource.MipLevels">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEX2D_SRV::MipLevels']/*"/>	
            <unmanaged>unsigned int MipLevels</unmanaged>	
            <unmanaged-short>unsigned int MipLevels</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.ShaderResourceViewDescription.Texture2DArrayResource">
            <summary>	
            <p>Specifies the subresource(s) from an array of 2D textures to use in a shader-resource view.</p>	
            </summary>	
            <remarks>	
            <p>This structure is one member of a shader-resource-view description (see <strong><see cref="T:SharpDX.Direct3D10.ShaderResourceViewDescription"/></strong>).</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEX2D_ARRAY_SRV']/*"/>	
            <msdn-id>bb172472</msdn-id>	
            <unmanaged>D3D10_TEX2D_ARRAY_SRV</unmanaged>	
            <unmanaged-short>D3D10_TEX2D_ARRAY_SRV</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ShaderResourceViewDescription.Texture2DArrayResource.MostDetailedMip">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEX2D_ARRAY_SRV::MostDetailedMip']/*"/>	
            <unmanaged>unsigned int MostDetailedMip</unmanaged>	
            <unmanaged-short>unsigned int MostDetailedMip</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ShaderResourceViewDescription.Texture2DArrayResource.MipLevels">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEX2D_ARRAY_SRV::MipLevels']/*"/>	
            <unmanaged>unsigned int MipLevels</unmanaged>	
            <unmanaged-short>unsigned int MipLevels</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ShaderResourceViewDescription.Texture2DArrayResource.FirstArraySlice">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEX2D_ARRAY_SRV::FirstArraySlice']/*"/>	
            <unmanaged>unsigned int FirstArraySlice</unmanaged>	
            <unmanaged-short>unsigned int FirstArraySlice</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ShaderResourceViewDescription.Texture2DArrayResource.ArraySize">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEX2D_ARRAY_SRV::ArraySize']/*"/>	
            <unmanaged>unsigned int ArraySize</unmanaged>	
            <unmanaged-short>unsigned int ArraySize</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.ShaderResourceViewDescription.Texture2DMultisampledResource">
            <summary>	
            <p>Specifies the subresource(s) from a multisampled 2D texture to use in a shader-resource view.</p>	
            </summary>	
            <remarks>	
            <p>Since a multisampled 2D texture contains a single subresource, there is actually nothing to specify in <strong><see cref="T:SharpDX.Direct3D10.RenderTargetViewDescription.Texture2DMultisampledResource"/></strong>. Consequently, <strong>UnusedField_NothingToDefine</strong> is included so that this structure will compile in C.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEX2DMS_SRV']/*"/>	
            <msdn-id>bb172469</msdn-id>	
            <unmanaged>D3D10_TEX2DMS_SRV</unmanaged>	
            <unmanaged-short>D3D10_TEX2DMS_SRV</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ShaderResourceViewDescription.Texture2DMultisampledResource.UnusedFieldNothingToDefine">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEX2DMS_SRV::UnusedField_NothingToDefine']/*"/>	
            <unmanaged>unsigned int UnusedField_NothingToDefine</unmanaged>	
            <unmanaged-short>unsigned int UnusedField_NothingToDefine</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.ShaderResourceViewDescription.Texture2DMultisampledArrayResource">
            <summary>	
            <p>Specifies the subresource(s) from an array of multisampled 2D textures to use in a shader-resource view.</p>	
            </summary>	
            <remarks>	
            <p>This structure is one member of a shader-resource-view description (see <strong><see cref="T:SharpDX.Direct3D10.ShaderResourceViewDescription"/></strong>).</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEX2DMS_ARRAY_SRV']/*"/>	
            <msdn-id>bb172466</msdn-id>	
            <unmanaged>D3D10_TEX2DMS_ARRAY_SRV</unmanaged>	
            <unmanaged-short>D3D10_TEX2DMS_ARRAY_SRV</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ShaderResourceViewDescription.Texture2DMultisampledArrayResource.FirstArraySlice">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEX2DMS_ARRAY_SRV::FirstArraySlice']/*"/>	
            <unmanaged>unsigned int FirstArraySlice</unmanaged>	
            <unmanaged-short>unsigned int FirstArraySlice</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ShaderResourceViewDescription.Texture2DMultisampledArrayResource.ArraySize">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEX2DMS_ARRAY_SRV::ArraySize']/*"/>	
            <unmanaged>unsigned int ArraySize</unmanaged>	
            <unmanaged-short>unsigned int ArraySize</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.ShaderResourceViewDescription.Texture3DResource">
            <summary>	
            <p>Specifies the subresource(s) from a 3D texture to use in a shader-resource view.</p>	
            </summary>	
            <remarks>	
            <p>This structure is one member of a shader-resource-view description (see <strong><see cref="T:SharpDX.Direct3D10.ShaderResourceViewDescription"/></strong>).</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEX3D_SRV']/*"/>	
            <msdn-id>Bb172477</msdn-id>	
            <unmanaged>D3D10_TEX3D_SRV</unmanaged>	
            <unmanaged-short>D3D10_TEX3D_SRV</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ShaderResourceViewDescription.Texture3DResource.MostDetailedMip">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEX3D_SRV::MostDetailedMip']/*"/>	
            <unmanaged>unsigned int MostDetailedMip</unmanaged>	
            <unmanaged-short>unsigned int MostDetailedMip</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ShaderResourceViewDescription.Texture3DResource.MipLevels">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEX3D_SRV::MipLevels']/*"/>	
            <unmanaged>unsigned int MipLevels</unmanaged>	
            <unmanaged-short>unsigned int MipLevels</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.ShaderResourceViewDescription.TextureCubeResource">
            <summary>	
            <p>Specifies the subresource from a cube texture to use in a shader-resource view.</p>	
            </summary>	
            <remarks>	
            <p>This structure is one member of a shader-resource-view description (see <strong><see cref="T:SharpDX.Direct3D10.ShaderResourceViewDescription"/></strong>).</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEXCUBE_SRV']/*"/>	
            <msdn-id>bb172478</msdn-id>	
            <unmanaged>D3D10_TEXCUBE_SRV</unmanaged>	
            <unmanaged-short>D3D10_TEXCUBE_SRV</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ShaderResourceViewDescription.TextureCubeResource.MostDetailedMip">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEXCUBE_SRV::MostDetailedMip']/*"/>	
            <unmanaged>unsigned int MostDetailedMip</unmanaged>	
            <unmanaged-short>unsigned int MostDetailedMip</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ShaderResourceViewDescription.TextureCubeResource.MipLevels">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEXCUBE_SRV::MipLevels']/*"/>	
            <unmanaged>unsigned int MipLevels</unmanaged>	
            <unmanaged-short>unsigned int MipLevels</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.ShaderResourceViewDescription1">
            <summary>	
            <p>Describes a shader-resource view.</p>	
            </summary>	
            <remarks>	
            <p>A view is a format-specific way to look at the data in a resource. The view determines what data to look at, and how it is cast when read. For more information about how views work, see Views </p><p>When viewing a resource, the resource-view description must specify a typed format, that is compatible with the resource format. So that means that you cannot create a resource-view description using any format with _TYPELESS in the name. You can however view a typeless resource by specifying a typed format for the view. For example, a <see cref="F:SharpDX.DXGI.Format.R32G32B32_Typeless"/> resource can be viewed with one of these typed formats: <see cref="F:SharpDX.DXGI.Format.R32G32B32_Float"/>, <see cref="F:SharpDX.DXGI.Format.R32G32B32_UInt"/>, and <see cref="F:SharpDX.DXGI.Format.R32G32B32_SInt"/>, since these typed formats are compatible with the typeless resource.</p><p>Create a shader-resource-view description by calling <strong><see cref="M:SharpDX.Direct3D10.Device1.CreateShaderResourceView1(SharpDX.Direct3D10.Resource,System.Nullable{SharpDX.Direct3D10.ShaderResourceViewDescription1},SharpDX.Direct3D10.ShaderResourceView1)"/></strong>. To view a shader-resource-view description, call <strong><see cref="M:SharpDX.Direct3D10.ShaderResourceView.GetDescription(SharpDX.Direct3D10.ShaderResourceViewDescription@)"/></strong>.</p><p>This structure requires Windows Vista Service Pack 1.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_SHADER_RESOURCE_VIEW_DESC1']/*"/>	
            <msdn-id>bb694534</msdn-id>	
            <unmanaged>D3D10_SHADER_RESOURCE_VIEW_DESC1</unmanaged>	
            <unmanaged-short>D3D10_SHADER_RESOURCE_VIEW_DESC1</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ShaderResourceViewDescription1.Format">
            <summary>	
            <dd> <p>The viewing <strong>format</strong>. See remarks.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_SHADER_RESOURCE_VIEW_DESC1::Format']/*"/>	
            <msdn-id>bb694534</msdn-id>	
            <unmanaged>DXGI_FORMAT Format</unmanaged>	
            <unmanaged-short>DXGI_FORMAT Format</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ShaderResourceViewDescription1.Dimension">
            <summary>	
            <dd> <p>The resource type of the view. See <strong>D3D10_SRV_DIMENSION1</strong>. This should be the same as the resource type of the underlying resource. This parameter also determines which _SRV to use in the union below.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_SHADER_RESOURCE_VIEW_DESC1::ViewDimension']/*"/>	
            <msdn-id>bb694534</msdn-id>	
            <unmanaged>D3D_SRV_DIMENSION ViewDimension</unmanaged>	
            <unmanaged-short>D3D_SRV_DIMENSION ViewDimension</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ShaderResourceViewDescription1.Buffer">
            <summary>	
            <dd> <p>View the resource as a buffer using information from a shader-resource view (see <strong><see cref="T:SharpDX.Direct3D10.ShaderResourceViewDescription.BufferResource"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_SHADER_RESOURCE_VIEW_DESC1::Buffer']/*"/>	
            <msdn-id>bb694534</msdn-id>	
            <unmanaged>D3D10_BUFFER_SRV Buffer</unmanaged>	
            <unmanaged-short>D3D10_BUFFER_SRV Buffer</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ShaderResourceViewDescription1.Texture1D">
            <summary>	
            <dd> <p>View the resource as a 1D texture using information from a shader-resource view (see <strong><see cref="T:SharpDX.Direct3D10.ShaderResourceViewDescription.Texture1DResource"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_SHADER_RESOURCE_VIEW_DESC1::Texture1D']/*"/>	
            <msdn-id>bb694534</msdn-id>	
            <unmanaged>D3D10_TEX1D_SRV Texture1D</unmanaged>	
            <unmanaged-short>D3D10_TEX1D_SRV Texture1D</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ShaderResourceViewDescription1.Texture1DArray">
            <summary>	
            <dd> <p>View the resource as a 1D-texture array using information from a shader-resource view (see <strong><see cref="T:SharpDX.Direct3D10.ShaderResourceViewDescription.Texture1DArrayResource"/></strong>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_SHADER_RESOURCE_VIEW_DESC1::Texture1DArray']/*"/>	
            <msdn-id>bb694534</msdn-id>	
            <unmanaged>D3D10_TEX1D_ARRAY_SRV Texture1DArray</unmanaged>	
            <unmanaged-short>D3D10_TEX1D_ARRAY_SRV Texture1DArray</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ShaderResourceViewDescription1.Texture2D">
            <summary>	
            <dd> <p>View the resource as a 2D-texture using information from a shader-resource view (see <strong><see cref="T:SharpDX.Direct3D10.ShaderResourceViewDescription.Texture2DResource"/></strong>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_SHADER_RESOURCE_VIEW_DESC1::Texture2D']/*"/>	
            <msdn-id>bb694534</msdn-id>	
            <unmanaged>D3D10_TEX2D_SRV Texture2D</unmanaged>	
            <unmanaged-short>D3D10_TEX2D_SRV Texture2D</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ShaderResourceViewDescription1.Texture2DArray">
            <summary>	
            <dd> <p>View the resource as a 2D-texture array using information from a shader-resource view (see <strong><see cref="T:SharpDX.Direct3D10.ShaderResourceViewDescription.Texture2DArrayResource"/></strong>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_SHADER_RESOURCE_VIEW_DESC1::Texture2DArray']/*"/>	
            <msdn-id>bb694534</msdn-id>	
            <unmanaged>D3D10_TEX2D_ARRAY_SRV Texture2DArray</unmanaged>	
            <unmanaged-short>D3D10_TEX2D_ARRAY_SRV Texture2DArray</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ShaderResourceViewDescription1.Texture2DMS">
            <summary>	
            <dd> <p>View the resource as a 2D-multisampled texture using information from a shader-resource view (see <strong><see cref="T:SharpDX.Direct3D10.ShaderResourceViewDescription.Texture2DMultisampledResource"/></strong>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_SHADER_RESOURCE_VIEW_DESC1::Texture2DMS']/*"/>	
            <msdn-id>bb694534</msdn-id>	
            <unmanaged>D3D10_TEX2DMS_SRV Texture2DMS</unmanaged>	
            <unmanaged-short>D3D10_TEX2DMS_SRV Texture2DMS</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ShaderResourceViewDescription1.Texture2DMSArray">
            <summary>	
            <dd> <p>View the resource as a 2D-multisampled-texture array using information from a shader-resource view (see <strong><see cref="T:SharpDX.Direct3D10.ShaderResourceViewDescription.Texture2DMultisampledArrayResource"/></strong>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_SHADER_RESOURCE_VIEW_DESC1::Texture2DMSArray']/*"/>	
            <msdn-id>bb694534</msdn-id>	
            <unmanaged>D3D10_TEX2DMS_ARRAY_SRV Texture2DMSArray</unmanaged>	
            <unmanaged-short>D3D10_TEX2DMS_ARRAY_SRV Texture2DMSArray</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ShaderResourceViewDescription1.Texture3D">
            <summary>	
            <dd> <p>View the resource as a 3D texture using information from a shader-resource view (see <strong><see cref="T:SharpDX.Direct3D10.ShaderResourceViewDescription.Texture3DResource"/></strong>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_SHADER_RESOURCE_VIEW_DESC1::Texture3D']/*"/>	
            <msdn-id>bb694534</msdn-id>	
            <unmanaged>D3D10_TEX3D_SRV Texture3D</unmanaged>	
            <unmanaged-short>D3D10_TEX3D_SRV Texture3D</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ShaderResourceViewDescription1.TextureCube">
            <summary>	
            <dd> <p>View the resource as a 3D-cube texture using information from a shader-resource view (see <strong><see cref="T:SharpDX.Direct3D10.ShaderResourceViewDescription.TextureCubeResource"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_SHADER_RESOURCE_VIEW_DESC1::TextureCube']/*"/>	
            <msdn-id>bb694534</msdn-id>	
            <unmanaged>D3D10_TEXCUBE_SRV TextureCube</unmanaged>	
            <unmanaged-short>D3D10_TEXCUBE_SRV TextureCube</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ShaderResourceViewDescription1.TextureCubeArray">
            <summary>	
            <dd> <p>View the resource as an array of cube textures using information from a shader-resource view (see <strong><see cref="T:SharpDX.Direct3D10.ShaderResourceViewDescription1.TextureCubeArrayResource1"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_SHADER_RESOURCE_VIEW_DESC1::TextureCubeArray']/*"/>	
            <msdn-id>bb694534</msdn-id>	
            <unmanaged>D3D10_TEXCUBE_ARRAY_SRV1 TextureCubeArray</unmanaged>	
            <unmanaged-short>D3D10_TEXCUBE_ARRAY_SRV1 TextureCubeArray</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.ShaderResourceViewDescription1.TextureCubeArrayResource1">
            <summary>	
            <p>Specifies the subresource(s) from an array of cube textures to use in a shader-resource view.</p>	
            </summary>	
            <remarks>	
            <p>This structure is one member of a shader-resource-view description (see <strong><see cref="T:SharpDX.Direct3D10.ShaderResourceViewDescription1"/></strong>).</p><p>This structure requires Windows Vista Service Pack 1.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEXCUBE_ARRAY_SRV1']/*"/>	
            <msdn-id>bb694536</msdn-id>	
            <unmanaged>D3D10_TEXCUBE_ARRAY_SRV1</unmanaged>	
            <unmanaged-short>D3D10_TEXCUBE_ARRAY_SRV1</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ShaderResourceViewDescription1.TextureCubeArrayResource1.MostDetailedMip">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEXCUBE_ARRAY_SRV1::MostDetailedMip']/*"/>	
            <unmanaged>unsigned int MostDetailedMip</unmanaged>	
            <unmanaged-short>unsigned int MostDetailedMip</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ShaderResourceViewDescription1.TextureCubeArrayResource1.MipLevels">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEXCUBE_ARRAY_SRV1::MipLevels']/*"/>	
            <unmanaged>unsigned int MipLevels</unmanaged>	
            <unmanaged-short>unsigned int MipLevels</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ShaderResourceViewDescription1.TextureCubeArrayResource1.First2DArrayFace">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEXCUBE_ARRAY_SRV1::First2DArrayFace']/*"/>	
            <unmanaged>unsigned int First2DArrayFace</unmanaged>	
            <unmanaged-short>unsigned int First2DArrayFace</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.ShaderResourceViewDescription1.TextureCubeArrayResource1.CubeCount">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEXCUBE_ARRAY_SRV1::NumCubes']/*"/>	
            <unmanaged>unsigned int NumCubes</unmanaged>	
            <unmanaged-short>unsigned int NumCubes</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.SkinningChannel">
            <summary>	
            <p>The member of the vertex decl to do the software skinning on. This is used with the <strong><see cref="M:SharpDX.Direct3D10.SkinInfo.DoSoftwareSkinning(System.Int32,System.Int32,System.IntPtr,System.Int32,System.IntPtr,System.Int32,SharpDX.Matrix@,System.Nullable{SharpDX.Matrix},SharpDX.Direct3D10.SkinningChannel,System.Int32)"/></strong> API.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_SKINNING_CHANNEL']/*"/>	
            <msdn-id>bb172702</msdn-id>	
            <unmanaged>D3DX10_SKINNING_CHANNEL</unmanaged>	
            <unmanaged-short>D3DX10_SKINNING_CHANNEL</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.SkinningChannel.SourceOffset">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_SKINNING_CHANNEL::SrcOffset']/*"/>	
            <unmanaged>unsigned int SrcOffset</unmanaged>	
            <unmanaged-short>unsigned int SrcOffset</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.SkinningChannel.DestinationOffset">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_SKINNING_CHANNEL::DestOffset']/*"/>	
            <unmanaged>unsigned int DestOffset</unmanaged>	
            <unmanaged-short>unsigned int DestOffset</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.SkinningChannel.IsNormal">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_SKINNING_CHANNEL::IsNormal']/*"/>	
            <unmanaged>BOOL IsNormal</unmanaged>	
            <unmanaged-short>BOOL IsNormal</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.SpriteInstance">
            <summary>	
            <p>Defines position, texture, and color information about a sprite.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_SPRITE']/*"/>	
            <msdn-id>bb172703</msdn-id>	
            <unmanaged>D3DX10_SPRITE</unmanaged>	
            <unmanaged-short>D3DX10_SPRITE</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.SpriteInstance.Transform">
            <summary>	
            <dd> <p>The sprite's model-world transformation. This defines the position and orientation of the sprite in world space.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_SPRITE::matWorld']/*"/>	
            <msdn-id>bb172703</msdn-id>	
            <unmanaged>D3DXMATRIX matWorld</unmanaged>	
            <unmanaged-short>D3DXMATRIX matWorld</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.SpriteInstance.TextureCoordinates">
            <summary>	
            <dd> <p>Offset from the upper-left corner of the texture indicating where the sprite image should start in the texture.  <strong>TexCoord</strong> is in  texture coordinates.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_SPRITE::TexCoord']/*"/>	
            <msdn-id>bb172703</msdn-id>	
            <unmanaged>D3DXVECTOR2 TexCoord</unmanaged>	
            <unmanaged-short>D3DXVECTOR2 TexCoord</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.SpriteInstance.TextureDimensions">
            <summary>	
            <dd> <p>A vector containing the width and height of the sprite in texture coordinates.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_SPRITE::TexSize']/*"/>	
            <msdn-id>bb172703</msdn-id>	
            <unmanaged>D3DXVECTOR2 TexSize</unmanaged>	
            <unmanaged-short>D3DXVECTOR2 TexSize</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.SpriteInstance.Color">
            <summary>	
            <dd> <p>A color that will be multiplied with the pixel color before rendering.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_SPRITE::ColorModulate']/*"/>	
            <msdn-id>bb172703</msdn-id>	
            <unmanaged>D3DXCOLOR ColorModulate</unmanaged>	
            <unmanaged-short>D3DXCOLOR ColorModulate</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.SpriteInstance.ShaderResourceViewPointer">
            <summary>	
            <dd> <p>Pointer to a shader-resource view representing the sprite's texture. See <strong><see cref="T:SharpDX.Direct3D10.ShaderResourceView"/> Interface</strong>.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_SPRITE::pTexture']/*"/>	
            <msdn-id>bb172703</msdn-id>	
            <unmanaged>ID3D10ShaderResourceView* pTexture</unmanaged>	
            <unmanaged-short>ID3D10ShaderResourceView pTexture</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.SpriteInstance.TextureIndex">
            <summary>	
            <dd> <p>The index of the texture. If pTexture does not represent a texture array, then this should be 0.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_SPRITE::TextureIndex']/*"/>	
            <msdn-id>bb172703</msdn-id>	
            <unmanaged>unsigned int TextureIndex</unmanaged>	
            <unmanaged-short>unsigned int TextureIndex</unmanaged-short>	
        </member>
        <member name="P:SharpDX.Direct3D10.SpriteInstance.Texture">
            <summary>
            Gets or sets the texture.
            </summary>
            <value>The texture.</value>
        </member>
        <member name="T:SharpDX.Direct3D10.StateBlockMask">
            <summary>	
            <p>Indicates the device state.</p>	
            </summary>	
            <remarks>	
            <p>A state-block mask indicates the device states that a pass or a technique changes.  The <strong>D3D10StateBlockMaskEnableCapture</strong> function  provides a convenient way of setting a range of bitmasks for the array members of <strong><see cref="T:SharpDX.Direct3D10.StateBlockMask"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_STATE_BLOCK_MASK']/*"/>	
            <msdn-id>bb172453</msdn-id>	
            <unmanaged>D3D10_STATE_BLOCK_MASK</unmanaged>	
            <unmanaged-short>D3D10_STATE_BLOCK_MASK</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.StateBlockMask.Vs">
            <summary>	
            <dd> <p>Boolean value indicating whether to save the vertex shader state.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_STATE_BLOCK_MASK::VS']/*"/>	
            <msdn-id>bb172453</msdn-id>	
            <unmanaged>bool VS</unmanaged>	
            <unmanaged-short>bool VS</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.StateBlockMask.Gs">
            <summary>	
            <dd> <p>Boolean value indicating whether to save the geometry shader state.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_STATE_BLOCK_MASK::GS']/*"/>	
            <msdn-id>bb172453</msdn-id>	
            <unmanaged>bool GS</unmanaged>	
            <unmanaged-short>bool GS</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.StateBlockMask.Ps">
            <summary>	
            <dd> <p>Boolean value indicating whether to save the pixel shader state.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_STATE_BLOCK_MASK::PS']/*"/>	
            <msdn-id>bb172453</msdn-id>	
            <unmanaged>bool PS</unmanaged>	
            <unmanaged-short>bool PS</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.StateBlockMask.IAIndexBuffer">
            <summary>	
            <dd> <p>Boolean value indicating whether to save the index buffer state.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_STATE_BLOCK_MASK::IAIndexBuffer']/*"/>	
            <msdn-id>bb172453</msdn-id>	
            <unmanaged>bool IAIndexBuffer</unmanaged>	
            <unmanaged-short>bool IAIndexBuffer</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.StateBlockMask.IAInputLayout">
            <summary>	
            <dd> <p>Boolean value indicating whether to save the input layout state.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_STATE_BLOCK_MASK::IAInputLayout']/*"/>	
            <msdn-id>bb172453</msdn-id>	
            <unmanaged>bool IAInputLayout</unmanaged>	
            <unmanaged-short>bool IAInputLayout</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.StateBlockMask.IAPrimitiveTopology">
            <summary>	
            <dd> <p>Boolean value indicating whether to save the primitive topology state.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_STATE_BLOCK_MASK::IAPrimitiveTopology']/*"/>	
            <msdn-id>bb172453</msdn-id>	
            <unmanaged>bool IAPrimitiveTopology</unmanaged>	
            <unmanaged-short>bool IAPrimitiveTopology</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.StateBlockMask.OMRenderTargets">
            <summary>	
            <dd> <p>Boolean value indicating whether to save the render targets states.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_STATE_BLOCK_MASK::OMRenderTargets']/*"/>	
            <msdn-id>bb172453</msdn-id>	
            <unmanaged>bool OMRenderTargets</unmanaged>	
            <unmanaged-short>bool OMRenderTargets</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.StateBlockMask.OMDepthStencilState">
            <summary>	
            <dd> <p>Boolean value indicating whether to save the depth-stencil state.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_STATE_BLOCK_MASK::OMDepthStencilState']/*"/>	
            <msdn-id>bb172453</msdn-id>	
            <unmanaged>bool OMDepthStencilState</unmanaged>	
            <unmanaged-short>bool OMDepthStencilState</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.StateBlockMask.OMBlendState">
            <summary>	
            <dd> <p>Boolean value indicating whether to save the blend state.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_STATE_BLOCK_MASK::OMBlendState']/*"/>	
            <msdn-id>bb172453</msdn-id>	
            <unmanaged>bool OMBlendState</unmanaged>	
            <unmanaged-short>bool OMBlendState</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.StateBlockMask.RSViewports">
            <summary>	
            <dd> <p>Boolean value indicating whether to save the viewports states.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_STATE_BLOCK_MASK::RSViewports']/*"/>	
            <msdn-id>bb172453</msdn-id>	
            <unmanaged>bool RSViewports</unmanaged>	
            <unmanaged-short>bool RSViewports</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.StateBlockMask.RSScissorRects">
            <summary>	
            <dd> <p>Boolean value indicating whether to save the scissor rectangles states.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_STATE_BLOCK_MASK::RSScissorRects']/*"/>	
            <msdn-id>bb172453</msdn-id>	
            <unmanaged>bool RSScissorRects</unmanaged>	
            <unmanaged-short>bool RSScissorRects</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.StateBlockMask.RSRasterizerState">
            <summary>	
            <dd> <p>Boolean value indicating whether to save the rasterizer state.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_STATE_BLOCK_MASK::RSRasterizerState']/*"/>	
            <msdn-id>bb172453</msdn-id>	
            <unmanaged>bool RSRasterizerState</unmanaged>	
            <unmanaged-short>bool RSRasterizerState</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.StateBlockMask.SOBuffers">
            <summary>	
            <dd> <p>Boolean value indicating whether to save the stream-out buffers states.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_STATE_BLOCK_MASK::SOBuffers']/*"/>	
            <msdn-id>bb172453</msdn-id>	
            <unmanaged>bool SOBuffers</unmanaged>	
            <unmanaged-short>bool SOBuffers</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.StateBlockMask.Predication">
            <summary>	
            <dd> <p>Boolean value indicating whether to save the predication state.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_STATE_BLOCK_MASK::Predication']/*"/>	
            <msdn-id>bb172453</msdn-id>	
            <unmanaged>bool Predication</unmanaged>	
            <unmanaged-short>bool Predication</unmanaged-short>	
        </member>
        <member name="P:SharpDX.Direct3D10.StateBlockMask.VSSamplers">
            <summary>	
            <dd> <p>Array of vertex-shader samplers.  The array is a multi-byte bitmask where each bit represents one sampler slot.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_STATE_BLOCK_MASK::VSSamplers']/*"/>	
            <msdn-id>bb172453</msdn-id>	
            <unmanaged>bool VSSamplers[2]</unmanaged>	
            <unmanaged-short>bool VSSamplers</unmanaged-short>	
        </member>
        <member name="P:SharpDX.Direct3D10.StateBlockMask.VSShaderResources">
            <summary>	
            <dd> <p>Array of vertex-shader resources. The array is a multi-byte bitmask where each bit represents one resource slot.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_STATE_BLOCK_MASK::VSShaderResources']/*"/>	
            <msdn-id>bb172453</msdn-id>	
            <unmanaged>bool VSShaderResources[16]</unmanaged>	
            <unmanaged-short>bool VSShaderResources</unmanaged-short>	
        </member>
        <member name="P:SharpDX.Direct3D10.StateBlockMask.VSConstantBuffers">
            <summary>	
            <dd> <p>Array of vertex-shader constant buffers. The array is a multi-byte bitmask where each bit represents one constant buffer slot.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_STATE_BLOCK_MASK::VSConstantBuffers']/*"/>	
            <msdn-id>bb172453</msdn-id>	
            <unmanaged>bool VSConstantBuffers[2]</unmanaged>	
            <unmanaged-short>bool VSConstantBuffers</unmanaged-short>	
        </member>
        <member name="P:SharpDX.Direct3D10.StateBlockMask.GSSamplers">
            <summary>	
            <dd> <p>Array of geometry-shader samplers. The array is a multi-byte bitmask where each bit represents one sampler slot.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_STATE_BLOCK_MASK::GSSamplers']/*"/>	
            <msdn-id>bb172453</msdn-id>	
            <unmanaged>bool GSSamplers[2]</unmanaged>	
            <unmanaged-short>bool GSSamplers</unmanaged-short>	
        </member>
        <member name="P:SharpDX.Direct3D10.StateBlockMask.GSShaderResources">
            <summary>	
            <dd> <p>Array of geometry-shader resources. The array is a multi-byte bitmask where each bit represents one resource slot.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_STATE_BLOCK_MASK::GSShaderResources']/*"/>	
            <msdn-id>bb172453</msdn-id>	
            <unmanaged>bool GSShaderResources[16]</unmanaged>	
            <unmanaged-short>bool GSShaderResources</unmanaged-short>	
        </member>
        <member name="P:SharpDX.Direct3D10.StateBlockMask.GSConstantBuffers">
            <summary>	
            <dd> <p>Array of geometry-shader constant buffers. The array is a multi-byte bitmask where each bit represents one buffer slot.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_STATE_BLOCK_MASK::GSConstantBuffers']/*"/>	
            <msdn-id>bb172453</msdn-id>	
            <unmanaged>bool GSConstantBuffers[2]</unmanaged>	
            <unmanaged-short>bool GSConstantBuffers</unmanaged-short>	
        </member>
        <member name="P:SharpDX.Direct3D10.StateBlockMask.PSSamplers">
            <summary>	
            <dd> <p>Array of pixel-shader samplers. The array is a multi-byte bitmask where each bit represents one sampler slot.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_STATE_BLOCK_MASK::PSSamplers']/*"/>	
            <msdn-id>bb172453</msdn-id>	
            <unmanaged>bool PSSamplers[2]</unmanaged>	
            <unmanaged-short>bool PSSamplers</unmanaged-short>	
        </member>
        <member name="P:SharpDX.Direct3D10.StateBlockMask.PSShaderResources">
            <summary>	
            <dd> <p>Array of pixel-shader resources. The array is a multi-byte bitmask where each bit represents one resource slot.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_STATE_BLOCK_MASK::PSShaderResources']/*"/>	
            <msdn-id>bb172453</msdn-id>	
            <unmanaged>bool PSShaderResources[16]</unmanaged>	
            <unmanaged-short>bool PSShaderResources</unmanaged-short>	
        </member>
        <member name="P:SharpDX.Direct3D10.StateBlockMask.PSConstantBuffers">
            <summary>	
            <dd> <p>Array of pixel-shader constant buffers. The array is a multi-byte bitmask where each bit represents one constant buffer slot.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_STATE_BLOCK_MASK::PSConstantBuffers']/*"/>	
            <msdn-id>bb172453</msdn-id>	
            <unmanaged>bool PSConstantBuffers[2]</unmanaged>	
            <unmanaged-short>bool PSConstantBuffers</unmanaged-short>	
        </member>
        <member name="P:SharpDX.Direct3D10.StateBlockMask.IAVertexBuffers">
            <summary>	
            <dd> <p>Array of vertex buffers. The array is a multi-byte bitmask where each bit represents one resource slot.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_STATE_BLOCK_MASK::IAVertexBuffers']/*"/>	
            <msdn-id>bb172453</msdn-id>	
            <unmanaged>bool IAVertexBuffers[2]</unmanaged>	
            <unmanaged-short>bool IAVertexBuffers</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.StreamOutputElement">
            <summary>	
            <p>Description of a vertex element in a vertex buffer in an output slot.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_SO_DECLARATION_ENTRY']/*"/>	
            <msdn-id>bb172450</msdn-id>	
            <unmanaged>D3D10_SO_DECLARATION_ENTRY</unmanaged>	
            <unmanaged-short>D3D10_SO_DECLARATION_ENTRY</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.StreamOutputElement.SemanticName">
            <summary>	
            <dd> <p>Type of output element.  Possible values: "POSITION", "NORMAL", or "TEXCOORD0".</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_SO_DECLARATION_ENTRY::SemanticName']/*"/>	
            <msdn-id>bb172450</msdn-id>	
            <unmanaged>const char* SemanticName</unmanaged>	
            <unmanaged-short>char SemanticName</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.StreamOutputElement.SemanticIndex">
            <summary>	
            <dd> <p>Output element's zero-based index. Should be used if, for example, you have more than one texture coordinate stored in each vertex.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_SO_DECLARATION_ENTRY::SemanticIndex']/*"/>	
            <msdn-id>bb172450</msdn-id>	
            <unmanaged>unsigned int SemanticIndex</unmanaged>	
            <unmanaged-short>unsigned int SemanticIndex</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.StreamOutputElement.StartComponent">
            <summary>	
            <dd> <p>Which component of the entry to begin writing out to. Valid values are 0 ~ 3. For example, if you only wish to output to the y and z components of a position, then StartComponent should be 1 and ComponentCount should be 2.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_SO_DECLARATION_ENTRY::StartComponent']/*"/>	
            <msdn-id>bb172450</msdn-id>	
            <unmanaged>unsigned char StartComponent</unmanaged>	
            <unmanaged-short>unsigned char StartComponent</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.StreamOutputElement.ComponentCount">
            <summary>	
            <dd> <p>The number of components of the entry to write out to. Valid values are 1 ~ 4. For example, if you only wish to output to the y and z components of a position, then StartComponent should be 1 and ComponentCount should be 2.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_SO_DECLARATION_ENTRY::ComponentCount']/*"/>	
            <msdn-id>bb172450</msdn-id>	
            <unmanaged>unsigned char ComponentCount</unmanaged>	
            <unmanaged-short>unsigned char ComponentCount</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.StreamOutputElement.OutputSlot">
            <summary>	
            <dd> <p>The output slot that contains the vertex buffer that contains this output entry.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_SO_DECLARATION_ENTRY::OutputSlot']/*"/>	
            <msdn-id>bb172450</msdn-id>	
            <unmanaged>unsigned char OutputSlot</unmanaged>	
            <unmanaged-short>unsigned char OutputSlot</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.StreamOutputElement.#ctor(System.String,System.Int32,System.Byte,System.Byte,System.Byte)">
            <summary>
            Initializes a new instance of the <see cref="T:SharpDX.Direct3D10.StreamOutputElement"/> struct.
            </summary>
            <param name="semanticName">Name of the semantic.</param>
            <param name="semanticIndex">Index of the semantic.</param>
            <param name="startComponent">The start component.</param>
            <param name="componentCount">The component count.</param>
            <param name="outputSlot">The output slot.</param>
        </member>
        <member name="T:SharpDX.Direct3D10.StreamOutputStatistics">
            <summary>	
            <p>Query information about the amount of data streamed out to the stream-output buffers in between <strong><see cref="M:SharpDX.Direct3D10.Asynchronous.Begin"/></strong> and <strong><see cref="M:SharpDX.Direct3D10.Asynchronous.End"/></strong>.</p>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_QUERY_DATA_SO_STATISTICS']/*"/>	
            <msdn-id>bb172403</msdn-id>	
            <unmanaged>D3D10_QUERY_DATA_SO_STATISTICS</unmanaged>	
            <unmanaged-short>D3D10_QUERY_DATA_SO_STATISTICS</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.StreamOutputStatistics.NumPrimitivesWritten">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_QUERY_DATA_SO_STATISTICS::NumPrimitivesWritten']/*"/>	
            <unmanaged>unsigned longlong NumPrimitivesWritten</unmanaged>	
            <unmanaged-short>unsigned longlong NumPrimitivesWritten</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.StreamOutputStatistics.PrimitivesStorageNeeded">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_QUERY_DATA_SO_STATISTICS::PrimitivesStorageNeeded']/*"/>	
            <unmanaged>unsigned longlong PrimitivesStorageNeeded</unmanaged>	
            <unmanaged-short>unsigned longlong PrimitivesStorageNeeded</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.Texture1DDescription">
            <summary>	
            <p>Describes a 1D texture.</p>	
            </summary>	
            <remarks>	
            <p>This structure is used in a call to <strong><see cref="M:SharpDX.Direct3D10.Device.CreateTexture1D(SharpDX.Direct3D10.Texture1DDescription@,SharpDX.DataBox[],SharpDX.Direct3D10.Texture1D)"/></strong>. A helpful derived structure CD3D10_TEXTURE1D_DESC is declared in D3D10.h, to help create a texture description.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEXTURE1D_DESC']/*"/>	
            <msdn-id>bb172479</msdn-id>	
            <unmanaged>D3D10_TEXTURE1D_DESC</unmanaged>	
            <unmanaged-short>D3D10_TEXTURE1D_DESC</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Texture1DDescription.Width">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEXTURE1D_DESC::Width']/*"/>	
            <unmanaged>unsigned int Width</unmanaged>	
            <unmanaged-short>unsigned int Width</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Texture1DDescription.MipLevels">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEXTURE1D_DESC::MipLevels']/*"/>	
            <unmanaged>unsigned int MipLevels</unmanaged>	
            <unmanaged-short>unsigned int MipLevels</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Texture1DDescription.ArraySize">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEXTURE1D_DESC::ArraySize']/*"/>	
            <unmanaged>unsigned int ArraySize</unmanaged>	
            <unmanaged-short>unsigned int ArraySize</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Texture1DDescription.Format">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEXTURE1D_DESC::Format']/*"/>	
            <unmanaged>DXGI_FORMAT Format</unmanaged>	
            <unmanaged-short>DXGI_FORMAT Format</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Texture1DDescription.Usage">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEXTURE1D_DESC::Usage']/*"/>	
            <unmanaged>D3D10_USAGE Usage</unmanaged>	
            <unmanaged-short>D3D10_USAGE Usage</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Texture1DDescription.BindFlags">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEXTURE1D_DESC::BindFlags']/*"/>	
            <unmanaged>D3D10_BIND_FLAG BindFlags</unmanaged>	
            <unmanaged-short>D3D10_BIND_FLAG BindFlags</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Texture1DDescription.CpuAccessFlags">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEXTURE1D_DESC::CPUAccessFlags']/*"/>	
            <unmanaged>D3D10_CPU_ACCESS_FLAG CPUAccessFlags</unmanaged>	
            <unmanaged-short>D3D10_CPU_ACCESS_FLAG CPUAccessFlags</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Texture1DDescription.OptionFlags">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEXTURE1D_DESC::MiscFlags']/*"/>	
            <unmanaged>D3D10_RESOURCE_MISC_FLAG MiscFlags</unmanaged>	
            <unmanaged-short>D3D10_RESOURCE_MISC_FLAG MiscFlags</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.Texture2DDescription">
            <summary>	
            <p>Describes a 2D texture.</p>	
            </summary>	
            <remarks>	
            <p>This structure is used in a call to <strong><see cref="M:SharpDX.Direct3D10.Device.CreateTexture2D(SharpDX.Direct3D10.Texture2DDescription@,SharpDX.DataBox[],SharpDX.Direct3D10.Texture2D)"/></strong>. A helpful derived structure CD3D10_TEXTURE2D_DESC is declared in D3D10.h, to help create a texture description.</p><p>The device places some size restrictions (must be multiples of a minimum size) for a subsampled, block compressed, or bit-format resource.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEXTURE2D_DESC']/*"/>	
            <msdn-id>bb172480</msdn-id>	
            <unmanaged>D3D10_TEXTURE2D_DESC</unmanaged>	
            <unmanaged-short>D3D10_TEXTURE2D_DESC</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Texture2DDescription.Width">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEXTURE2D_DESC::Width']/*"/>	
            <unmanaged>unsigned int Width</unmanaged>	
            <unmanaged-short>unsigned int Width</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Texture2DDescription.Height">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEXTURE2D_DESC::Height']/*"/>	
            <unmanaged>unsigned int Height</unmanaged>	
            <unmanaged-short>unsigned int Height</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Texture2DDescription.MipLevels">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEXTURE2D_DESC::MipLevels']/*"/>	
            <unmanaged>unsigned int MipLevels</unmanaged>	
            <unmanaged-short>unsigned int MipLevels</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Texture2DDescription.ArraySize">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEXTURE2D_DESC::ArraySize']/*"/>	
            <unmanaged>unsigned int ArraySize</unmanaged>	
            <unmanaged-short>unsigned int ArraySize</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Texture2DDescription.Format">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEXTURE2D_DESC::Format']/*"/>	
            <unmanaged>DXGI_FORMAT Format</unmanaged>	
            <unmanaged-short>DXGI_FORMAT Format</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Texture2DDescription.SampleDescription">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEXTURE2D_DESC::SampleDesc']/*"/>	
            <unmanaged>DXGI_SAMPLE_DESC SampleDesc</unmanaged>	
            <unmanaged-short>DXGI_SAMPLE_DESC SampleDesc</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Texture2DDescription.Usage">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEXTURE2D_DESC::Usage']/*"/>	
            <unmanaged>D3D10_USAGE Usage</unmanaged>	
            <unmanaged-short>D3D10_USAGE Usage</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Texture2DDescription.BindFlags">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEXTURE2D_DESC::BindFlags']/*"/>	
            <unmanaged>D3D10_BIND_FLAG BindFlags</unmanaged>	
            <unmanaged-short>D3D10_BIND_FLAG BindFlags</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Texture2DDescription.CpuAccessFlags">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEXTURE2D_DESC::CPUAccessFlags']/*"/>	
            <unmanaged>D3D10_CPU_ACCESS_FLAG CPUAccessFlags</unmanaged>	
            <unmanaged-short>D3D10_CPU_ACCESS_FLAG CPUAccessFlags</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Texture2DDescription.OptionFlags">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEXTURE2D_DESC::MiscFlags']/*"/>	
            <unmanaged>D3D10_RESOURCE_MISC_FLAG MiscFlags</unmanaged>	
            <unmanaged-short>D3D10_RESOURCE_MISC_FLAG MiscFlags</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.Texture3DDescription">
            <summary>	
            <p>Describes a 3D texture.</p>	
            </summary>	
            <remarks>	
            <p>This structure is used in a call to <strong><see cref="M:SharpDX.Direct3D10.Device.CreateTexture3D(SharpDX.Direct3D10.Texture3DDescription@,SharpDX.DataBox[],SharpDX.Direct3D10.Texture3D)"/></strong>. A helpful derived structure CD3D10_TEXTURE3D_DESC is declared in D3D10.h, to help create a texture description.</p><p>The device restricts the size of subsampled, block compressed (see Block Compression (Direct3D 10)), and bit format resources to be multiples of sizes specific to each format.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEXTURE3D_DESC']/*"/>	
            <msdn-id>bb172481</msdn-id>	
            <unmanaged>D3D10_TEXTURE3D_DESC</unmanaged>	
            <unmanaged-short>D3D10_TEXTURE3D_DESC</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Texture3DDescription.Width">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEXTURE3D_DESC::Width']/*"/>	
            <unmanaged>unsigned int Width</unmanaged>	
            <unmanaged-short>unsigned int Width</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Texture3DDescription.Height">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEXTURE3D_DESC::Height']/*"/>	
            <unmanaged>unsigned int Height</unmanaged>	
            <unmanaged-short>unsigned int Height</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Texture3DDescription.Depth">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEXTURE3D_DESC::Depth']/*"/>	
            <unmanaged>unsigned int Depth</unmanaged>	
            <unmanaged-short>unsigned int Depth</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Texture3DDescription.MipLevels">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEXTURE3D_DESC::MipLevels']/*"/>	
            <unmanaged>unsigned int MipLevels</unmanaged>	
            <unmanaged-short>unsigned int MipLevels</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Texture3DDescription.Format">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEXTURE3D_DESC::Format']/*"/>	
            <unmanaged>DXGI_FORMAT Format</unmanaged>	
            <unmanaged-short>DXGI_FORMAT Format</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Texture3DDescription.Usage">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEXTURE3D_DESC::Usage']/*"/>	
            <unmanaged>D3D10_USAGE Usage</unmanaged>	
            <unmanaged-short>D3D10_USAGE Usage</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Texture3DDescription.BindFlags">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEXTURE3D_DESC::BindFlags']/*"/>	
            <unmanaged>D3D10_BIND_FLAG BindFlags</unmanaged>	
            <unmanaged-short>D3D10_BIND_FLAG BindFlags</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Texture3DDescription.CpuAccessFlags">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEXTURE3D_DESC::CPUAccessFlags']/*"/>	
            <unmanaged>D3D10_CPU_ACCESS_FLAG CPUAccessFlags</unmanaged>	
            <unmanaged-short>D3D10_CPU_ACCESS_FLAG CPUAccessFlags</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Texture3DDescription.OptionFlags">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_TEXTURE3D_DESC::MiscFlags']/*"/>	
            <unmanaged>D3D10_RESOURCE_MISC_FLAG MiscFlags</unmanaged>	
            <unmanaged-short>D3D10_RESOURCE_MISC_FLAG MiscFlags</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.TextureLoadInformation">
            <summary>	
            <p>Describes parameters used to load a texture from another texture.</p>	
            </summary>	
            <remarks>	
            <p>This structure is used in a call to <strong><see cref="M:SharpDX.Direct3D10.D3DX10.LoadTextureFromTexture(SharpDX.Direct3D10.Resource,SharpDX.Direct3D10.TextureLoadInformation,SharpDX.Direct3D10.Resource)"/></strong>.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_TEXTURE_LOAD_INFO']/*"/>	
            <msdn-id>bb172705</msdn-id>	
            <unmanaged>D3DX10_TEXTURE_LOAD_INFO</unmanaged>	
            <unmanaged-short>D3DX10_TEXTURE_LOAD_INFO</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.TextureLoadInformation.SourceRegionPointer">
            <summary>	
            <dd> <p>Source texture box (see <strong><see cref="T:SharpDX.Direct3D10.ResourceRegion"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_TEXTURE_LOAD_INFO::pSrcBox']/*"/>	
            <msdn-id>bb172705</msdn-id>	
            <unmanaged>D3D10_BOX* pSrcBox</unmanaged>	
            <unmanaged-short>D3D10_BOX pSrcBox</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.TextureLoadInformation.DestinationRegionPointer">
            <summary>	
            <dd> <p>Destination texture box (see <strong><see cref="T:SharpDX.Direct3D10.ResourceRegion"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_TEXTURE_LOAD_INFO::pDstBox']/*"/>	
            <msdn-id>bb172705</msdn-id>	
            <unmanaged>D3D10_BOX* pDstBox</unmanaged>	
            <unmanaged-short>D3D10_BOX pDstBox</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.TextureLoadInformation.FirstSourceMip">
            <summary>	
            <dd> <p>Source texture mipmap level, see <strong>D3D10CalcSubresource</strong> for more detail.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_TEXTURE_LOAD_INFO::SrcFirstMip']/*"/>	
            <msdn-id>bb172705</msdn-id>	
            <unmanaged>unsigned int SrcFirstMip</unmanaged>	
            <unmanaged-short>unsigned int SrcFirstMip</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.TextureLoadInformation.FirstDestinationMip">
            <summary>	
            <dd> <p>Destination texture mipmap level, see <strong>D3D10CalcSubresource</strong> for more detail.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_TEXTURE_LOAD_INFO::DstFirstMip']/*"/>	
            <msdn-id>bb172705</msdn-id>	
            <unmanaged>unsigned int DstFirstMip</unmanaged>	
            <unmanaged-short>unsigned int DstFirstMip</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.TextureLoadInformation.MipCount">
            <summary>	
            <dd> <p>Number of mipmap levels in the source texture.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_TEXTURE_LOAD_INFO::NumMips']/*"/>	
            <msdn-id>bb172705</msdn-id>	
            <unmanaged>unsigned int NumMips</unmanaged>	
            <unmanaged-short>unsigned int NumMips</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.TextureLoadInformation.FirstSourceElement">
            <summary>	
            <dd> <p>First element of the source texture.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_TEXTURE_LOAD_INFO::SrcFirstElement']/*"/>	
            <msdn-id>bb172705</msdn-id>	
            <unmanaged>unsigned int SrcFirstElement</unmanaged>	
            <unmanaged-short>unsigned int SrcFirstElement</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.TextureLoadInformation.FirstDestinationElement">
            <summary>	
            <dd> <p>First element of the destination texture.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_TEXTURE_LOAD_INFO::DstFirstElement']/*"/>	
            <msdn-id>bb172705</msdn-id>	
            <unmanaged>unsigned int DstFirstElement</unmanaged>	
            <unmanaged-short>unsigned int DstFirstElement</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.TextureLoadInformation.ElementCount">
            <summary>	
            <dd> <p>Number of elements to load.</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_TEXTURE_LOAD_INFO::NumElements']/*"/>	
            <msdn-id>bb172705</msdn-id>	
            <unmanaged>unsigned int NumElements</unmanaged>	
            <unmanaged-short>unsigned int NumElements</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.TextureLoadInformation.Filter">
            <summary>	
            <dd> <p>Filtering options during resampling (see <strong><see cref="T:SharpDX.Direct3D10.FilterFlags"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_TEXTURE_LOAD_INFO::Filter']/*"/>	
            <msdn-id>bb172705</msdn-id>	
            <unmanaged>D3DX10_FILTER_FLAG Filter</unmanaged>	
            <unmanaged-short>D3DX10_FILTER_FLAG Filter</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.TextureLoadInformation.MipFilter">
            <summary>	
            <dd> <p>Filtering options when generating mip levels (see <strong><see cref="T:SharpDX.Direct3D10.FilterFlags"/></strong>).</p> </dd>	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3DX10_TEXTURE_LOAD_INFO::MipFilter']/*"/>	
            <msdn-id>bb172705</msdn-id>	
            <unmanaged>D3DX10_FILTER_FLAG MipFilter</unmanaged>	
            <unmanaged-short>D3DX10_FILTER_FLAG MipFilter</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.TextureLoadInformation.SourceRegion">
            <summary>	
            Source texture box (see <see cref="T:SharpDX.Direct3D10.ResourceRegion"/>). 	
            </summary>	
            <unmanaged>D3D11_BOX* pSrcBox</unmanaged>
        </member>
        <member name="F:SharpDX.Direct3D10.TextureLoadInformation.DestinationRegion">
            <summary>	
            Destination texture box (see <see cref="T:SharpDX.Direct3D10.ResourceRegion"/>). 	
            </summary>	
            <unmanaged>D3D11_BOX* pDstBox</unmanaged>
        </member>
        <member name="T:SharpDX.Direct3D10.Viewport">
            <summary>	
            <p>Defines the dimensions of a viewport.</p>	
            </summary>	
            <remarks>	
            <p>In all cases, <strong>Width</strong> and <strong>Height</strong> must be ? 0 and <strong>TopLeftX</strong> + <strong>Width</strong> and <strong>TopLeftY</strong> + <strong>Height</strong> must be ? D3D10_VIEWPORT_BOUNDS_MAX.</p>	
            </remarks>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_VIEWPORT']/*"/>	
            <msdn-id>bb172500</msdn-id>	
            <unmanaged>D3D10_VIEWPORT</unmanaged>	
            <unmanaged-short>D3D10_VIEWPORT</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Viewport.TopLeftX">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_VIEWPORT::TopLeftX']/*"/>	
            <unmanaged>int TopLeftX</unmanaged>	
            <unmanaged-short>int TopLeftX</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Viewport.TopLeftY">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_VIEWPORT::TopLeftY']/*"/>	
            <unmanaged>int TopLeftY</unmanaged>	
            <unmanaged-short>int TopLeftY</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Viewport.Width">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_VIEWPORT::Width']/*"/>	
            <unmanaged>unsigned int Width</unmanaged>	
            <unmanaged-short>unsigned int Width</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Viewport.Height">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_VIEWPORT::Height']/*"/>	
            <unmanaged>unsigned int Height</unmanaged>	
            <unmanaged-short>unsigned int Height</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Viewport.MinDepth">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_VIEWPORT::MinDepth']/*"/>	
            <unmanaged>float MinDepth</unmanaged>	
            <unmanaged-short>float MinDepth</unmanaged-short>	
        </member>
        <member name="F:SharpDX.Direct3D10.Viewport.MaxDepth">
            <summary>	
            No documentation.	
            </summary>	
            <!-- No matching elements were found for the following include tag --><include file=".\..\Documentation\CodeComments.xml" path="/comments/comment[@id='D3D10_VIEWPORT::MaxDepth']/*"/>	
            <unmanaged>float MaxDepth</unmanaged>	
            <unmanaged-short>float MaxDepth</unmanaged-short>	
        </member>
        <member name="M:SharpDX.Direct3D10.Viewport.#ctor(System.Int32,System.Int32,System.Int32,System.Int32,System.Single,System.Single)">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D10.Viewport" /> structure.
            </summary>
            <param name = "x">The X coordinate of the viewport.</param>
            <param name = "y">The Y coordinate of the viewport.</param>
            <param name = "width">The width of the viewport.</param>
            <param name = "height">The height of the viewport.</param>
            <param name = "minZ">The minimum Z distance of the viewport.</param>
            <param name = "maxZ">The maximum Z distance of the viewport.</param>
        </member>
        <member name="M:SharpDX.Direct3D10.Viewport.#ctor(System.Int32,System.Int32,System.Int32,System.Int32)">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D10.Viewport" /> structure.
            </summary>
            <param name = "x">The X coordinate of the viewport.</param>
            <param name = "y">The Y coordinate of the viewport.</param>
            <param name = "width">The width of the viewport.</param>
            <param name = "height">The height of the viewport.</param>
        </member>
        <member name="T:SharpDX.Direct3D10.NamespaceDoc">
            <summary>
            The <see cref="N:SharpDX.Direct3D10"/> namespace provides a managed Direct3D10 API.
            </summary>
            <msdn-id>bb205066</msdn-id>
            <unmanaged>Direct3D10</unmanaged>	
            <unmanaged-short>Direct3D10</unmanaged-short>	
        </member>
        <member name="T:SharpDX.Direct3D10.StreamOutputBufferBinding">
            <summary>
              Properties defining the way a buffer is bound to the pipeline as a target for stream output operations.
            </summary>
        </member>
        <member name="M:SharpDX.Direct3D10.StreamOutputBufferBinding.#ctor(SharpDX.Direct3D10.Buffer,System.Int32)">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D10.StreamOutputBufferBinding" /> struct.
            </summary>
            <param name = "buffer">The buffer being bound.</param>
            <param name = "offset">The offset to the first vertex (in bytes).</param>
        </member>
        <member name="P:SharpDX.Direct3D10.StreamOutputBufferBinding.Buffer">
            <summary>
              Gets or sets the buffer being bound.
            </summary>
        </member>
        <member name="P:SharpDX.Direct3D10.StreamOutputBufferBinding.Offset">
            <summary>
              Gets or sets the offset from the start of the buffer of the first vertex to use (in bytes).
            </summary>
        </member>
        <member name="T:SharpDX.Direct3D10.VertexBufferBinding">
            <summary>
              Properties defining the way a buffer (containing vertex data) is bound
              to the pipeline for rendering.
            </summary>
        </member>
        <member name="M:SharpDX.Direct3D10.VertexBufferBinding.#ctor(SharpDX.Direct3D10.Buffer,System.Int32,System.Int32)">
            <summary>
              Initializes a new instance of the <see cref = "T:SharpDX.Direct3D10.VertexBufferBinding" /> struct.
            </summary>
            <param name = "buffer">The buffer being bound.</param>
            <param name = "stride">The stride between vertex element (in bytes).</param>
            <param name = "offset">The offset to the first vertex (in bytes).</param>
        </member>
        <member name="P:SharpDX.Direct3D10.VertexBufferBinding.Buffer">
            <summary>
              Gets or sets the buffer being bound.
            </summary>
        </member>
        <member name="P:SharpDX.Direct3D10.VertexBufferBinding.Stride">
            <summary>
              Gets or sets the stride between vertex elements in the buffer (in bytes).
            </summary>
        </member>
        <member name="P:SharpDX.Direct3D10.VertexBufferBinding.Offset">
            <summary>
              Gets or sets the offset from the start of the buffer of the first vertex to use (in bytes).
            </summary>
        </member>
    </members>
</doc>
